

In an Orokin Tower, there must be relative safety from the void or else we would see many more environmental hazards than traps and the Corrupted. The Void, being the source of void fissures should be filled with void traces. Now that I have all that said and done, here is my pitch. There are going to be people that are fine with things as they are now and to implement my ideas will be to upset their gameplay. With Plains of Eidelon coming out, all hands are most likely focused on what is and will be a complete and utter game-changer.

My vision is purely my own and I do not have the experience or talent of a very successful game studio of which this game would not be possible. Polishing older content with a few new gimmicks may not be as successful as focusing on new content or a complete overhaul as has happened before. The other nodes can still offer a challenge and a source for relics, but in terms of completing a collection, only those two nodes provide direct rewards.īefore I propose solutions to both of these tilesets, there are important things that need to be addressed, once again in bullet point form for brevity: The replacement of void key sacrifice with easier to acquire resources fits in line with the new relic system and while those are both good, it does leave only 2 nodes that are relevant to most players for terms of progression purposes, that being Survival and Assassination. The Orokin Derelict has survived better in my opinion in terms of prestige, both due to the maintaining of the key system, the corrupted vaults and being the place to grind two Warframes. My point however being that now there is more freedom to explore the tower, there is less want or need to because short of one resource, there is little that the Void provides different to another tileset when it is supposed to have significance and be a source of treasure. I understand that the conditional failure as a result of failing a vault challenge can and often will be the result of either a curious and unexperienced player, or one that wants to make the group fail in multiplayer and while under the old system that clearly would be a problem, it is lessened with a lower investment for entry. With the removal of the old key system and the introduction of the Void tileset into the regular star chart, there now is a lack of that unique quality to a mission there that it had before, when a Void visit was an investment and now it feels cheapened to a place you go to farm Argon Crystals.ĭon't get me wrong, Ayatan runs are fun and exciting, but they don't have the punishment that failing a Void mission in the old key system would. I could go at length into each of these but at some point a critique has to happen.

I have enjoyed all these changes and it would be wrong of me to not cover the positives before going into my concerns. a new key system that decompresses the loot tables for prime content. a new use for those challenge rooms in the Void and Orokin Derelicts a pvp rework that is fully seperate from the PvE side of the game with interesting rewards and promotes a different play style to standard play. new dailies that provide sizeable bonuses boss reworks that give you a build up to the big event and provide a challenge new Warframes with unique acquisition methods For brevity's sake I will list them as bullet points: I've come back to the game after a long hiatus and I have to say that a lot has been added to the game that I really enjoy.
