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viernes, 20 de mayo de 2022

Warframe Loadout/Arsenal Rework - Version 2 (THANK YOU so much for all your feedback last time!)

Warframe Loadout/Arsenal Rework - Version 2 (THANK YOU so much for all your feedback last time!)

Reminder: the goal of this project is to address the accessibility of customization and improve the opportunity for 'experimenting' with mods, in response to the latest Player Survey.

It became apparent from some of the responses in my last post that there is a significant divide between players who want Loadouts to be a one-button-wonder and players who want the system to be more modular - with Companions and Operators being the most prevalent requests. I'm personally in the modular camp, but I completely empathize with players who aren't at that stage of the game yet.

I decided that there must to be a way to create a single user-experience that caters to both types of player - and this is what I came up with.

Overview:

  • Loadouts are now fully modular.
  • 'Builds' are now comprised of "Loadout" modules.
    • 'Warframe Slots' -> 'Build Slots'
      • Newly crafted Warframes require an empty Build Slot. You will be prompted to buy a new Build Slot OR free up an existing Build Slot if you do not have space and have "spare" Build Slots (Warframes will reserve up to one slot, and so will not count as spare by this prompt).
      • You can still have an excess of Build Slots compared to the number of Warframes. (So far as I can tell, there is no Warframe Slot limit. This should remain true.)
      • You can still use the same Warframe on multiple Builds.
    • The various types of inventory slots have combined into a single variety - Inventory Slots.
      • No more separate Companion Slots, Archwing Slots and Weapon Slots, etc. This is more for simplicity than anything. I expect there to be an increase in sales of Build Slots, Loadout Slots and Configs in the wake of customization being more accessible - I want to reduce the quantity of 'slots' that players need to keep track of.
  • The Loadout Modules are as follows: Weapons, Companions, Equipment, Archwing, Necramech and Operator.
    • The limit on 'Loadout Slots' significantly increased or out-right removed. This now refers to the number of Loadout Modules you can have - regardless of type.
      • All accounts begin with 1 Loadout Slot reserved for each Loadout Module type.
    • Companions are newly added versus version 1 - you can now save your (for example) Ammo Dispenser, Lucky Kavat, Botanist Oxylus, Anti-Eximus Hound and Energy Generating Dethcube for easy re-use on any build.
    • Operator is newly added versus version 1 - you can now save separate General Use, Eidolon, Profit Taker and Angel Hunter Operator builds. I expect people to invest in a wider variety of Operator and Amp Arcanes more with the to save multiple loadouts - rather than sitting on a "best in slot" for general convenience.
    • Air Support has been added to the Equipment Loadout.
      • I have used the Landing Craft model as the icon in my examples (below) - but unique icons would need to be added to avoid confusion (since the Landing Craft appearance is no longer locked to the Air Support).
      • I bet you forgot these existed!
    • Atmospheric Archwing is now distinct from your Archwing Loadout, and is also under Equipment.
      • I know I'm not the only one who defaults to Ixtal just because of Open World missions. I would hope players might experiment with more Archwing builds if changing your Archwing Build didn't incur a reversion cost when returning to Open World missions.
    • Heavy Weapon is now under Equipment Loadout instead of Warframe/Weapon Loadout.
    • K-Drive is now under Equipment instead of Vehicles.
    • I expect that the Duvari Voidsteeds will either be:
      • Added to the Equipment Loadout and function similar to Atmospheric Archwings or K-Drives. Their customizations options are largely cosmetic and most players will probably pick-one-and-forget.
      • Added as a new type of Vehicle. I don't think it's outside of the realms of possibility that they could be a combat-mount that enables the use of Arch-Melee weapons in Open World missions, including a new Lance weapon as seen in the trailer - as a parallel to Necramechs and Arch-Guns. A new type of vehicle would need its own space in the interface; it could be mutually exclusive with Necramechs and share a 'Mount Loadout' module; or it could be an Operator Mount and tied tied to the Operator Loadout.

Regarding Build usage, my upper-estimate for what I expect players to want the capacity for:

  • one Build per Warframe (currently 49)
  • one Build per Focus School (5)
  • one Build for each piece of End-Game Content (varies based on mileage)
  • one Build per Spectre-tier (4)

Regarding Loadout Module usage, my upper-estimate for I expect players to want capacity for:

  • one Weapon Loadout per Warframe (currently 49)
  • one Companion Loadout per Companion (currently 22)
  • one Archwing Loadout per Archwing (currently 4)
  • one Necramech Loadout per Necramech (currently 2) or per Necramech mission-type (varies based on mileage)
  • one Operator Loadout per Focus School (5), per Amp (currently 9) or per piece of content where Operators are useful (varies based on mileage)
  • one Equipment Loadout for All Purposes, one shortlist for Bosses (less clutter for misclicks), one for Social Use, one set-up for Shield Gating, one with all 4 Dragon Keys and maybe one for each Air Support.

I expect Equipment Loadouts to be the least used - but I don't see that as sufficient justification to exclude them from having loadouts. Personally, I will probably just have my All Purpose wheel and my All Purpose wheel with added Dragon Keys, because equipping and unequipping them is tedious just to run a few vaults.

Here is my Wisp Support Build with all sections minimized. The cursor is currently hovering over the Kuva Bramma - just imagine how the other panels might expand as you move the mouse around.

Here I have demonstrated how the Weapon Loadout might look when expanded.

All players have a 'Default' loadout module reserved for each type - i.e. you cannot delete your only remaining Weapon Loadout. Content-locked loadout modules would still be reserved (i.e. you won't be asked to delete a Loadout when you first unlock Archwings or Necramechs).

Players who do not like the modular nature of Builds can continue to interact with this system the same as they always have - by swapping out their weapons and other equipment as desired and only using the 'Default' modules.

However, you can now save specific combinations to be reused on any build - I use the same combination of weapons on all my Spectres because I've optimized them for Spectres (who don't have to worry about ammunition or stagger).

Creating a new module is as quick as pressing the + button (assuming you have a spare Loadout Slot) - so you can experiment with new combinations without deleting the one you were previously using. Remember: one of the goals is accessibility to customization. One hurdle I think that a lot of players face when considering to change their loadout is the reversion cost to "get back" what you had before.

New to version 2: the Build Wizard.

(i) Use this page to quickly set-up a new Build using your loadout modules. This Build will persist between missions until Cleared. Save this Build to gain the ability to quickly modify Item Configs from Navigation.

On this screen, you can quickly put together a new Build using loadouts from our Arsenal. Remember: all players have 1 reserved Loadout per type. I fully expect that some players will live on this screen - replacing both the 'Saved Builds' and 'Arsenal' screens.

Remember that all Warframes now require a Build Slot! I've said this already (sorry) - but it is important to keep in mind so that you can imagine that all Warframes you've unlocked will be in the Build Wizard. My intent behind this change is largely because there's been a significant shift in how a lot of players regard their Warframe. Whereas historically it was part of your arsenal (like a gun): a lot of players now regards the roster of Warframes like Champions in a MOBA. Our monkey brains like scrolling through rosters. I separately think it's important to emphasize how significant unlocking a Warframe is - they should all be accessible from the loadout screen.

Here's how my Wisp Support Build might look like if I were to compile it in the Build Wizard.

For reference, I based this interface on the Codex. I somewhat miss having a picture of my Operator on the screen though - maybe I could find a way to add it back.

And lastly - the 'Change Loadout' screen you can access from Navigations.

I decided that for the sake of streamlining the UI: the ability to swap Configs from Navigation (that was the main "new feature" I added in Version 1) would only be available on the Saved Builds screen. I could argue that this prevents the Build Wizard from devaluing Build Slots - but that's just me coming up with a clever justification after the fact. (And I know a lot of players don't care about monetization as something to design around.)

As with Version 1 - you can view Builds by Warframe (remember that all Warframes require a Build Slot, sorry for repeating this), or you can use the 'Legacy' option to view by Build Name.

P.S. I figured out how to take printscreens without the UI - so these images don't include me blotting-out the underlying UI.

P.P.S. I also figured out how to attach images and text, so you don't need to visit my forum post this time. It wasn't hard, I think it's just disabled on most of the other subreddits I post on.

submitted by /u/3mptylord
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source https://www.reddit.com/r/Warframe/comments/uu6i9k/warframe_loadoutarsenal_rework_version_2_thank/

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