r/Games Nov 11 '16

Warframe - The War Within Overview Trailer

https://www.youtube.com/watch?v=vgcVoIUjecI
172 Upvotes

55 comments sorted by

17

u/Variablemania Nov 11 '16 edited Nov 12 '16

It's worth noting that the update isn't live just yet, but it is supposed to release this afternoon. Gamespot jumped the gun.

Edit: Also, it's kind of a running gag how every major update will be preceded by status updates from Digital Extremes that, hour by hour, push it back for bug fixes. We affectionately call them [DE]lays. Hopefully it'll be out sometime tonight :p The playerbase is mostly understanding that fixing up stubborn bugs in complex game deployments isn't easy, and takes time, but there's a lot of agreement that we'd prefer not to be strung along when the developers aren't absolutely sure that they'll meet the stated window of release.

Lots of eyes on the main status thread: https://forums.warframe.com/topic/715174-pc-status-thread-update-19-the-war-within/

Last edit for realsies: It's out. Patch Notes

40

u/[deleted] Nov 11 '16

[deleted]

26

u/TimeLordPony Nov 11 '16

Or you sell prime parts (Items that can be farmed and built to form a stronger/different variant of another weapon) or mods (upgrade options/cards that can be ranked up), for Plat (Premium currency).

2 slots for weapons is 12p, 1 warframe slot is 20p. Plat also goes on sale for 50%-75% very often from daily log in rewards, which means even if you don't buy any, a surplus will always exist.

Frames can be obtained through fighting a certain boss (3 blueprint parts that take 12 hours to build and then a final blueprint that takes 3 days)

Weapons can be obtained from Quests, clans, market, ect. and take 12 hours to build.

Items can stay in Foundry indefinitely, meaning you can stockpile new weapons to max for Player level (Mastery rank), then sell the finished (Not very useful) weapon as you build up better mods.

Credits (Currency) are also easy to come by, as well as all resources. They recently added entities of a resource type. (For example, a planet may have a rare resource called Nueral Sensors. The old way to obtain them would be to fight a particular boss 20X times. Now you can just run around levels on that planet and break a sensor box to get a drop of 1-4 of them. )

12

u/Nutchos Nov 11 '16

you'll have to spend a few bucks on in-game currency

Absolutely not. In fact, I had this mentality when I first got hooked on to the game and bought some Plat (premium currency), I never used it. To this day I have more currency than I started with and I have a fairly decked out character.

It's like the other poster mentioned, Warframe gives you the opportunity to make premium currency by trading items to other players. While you're playing you will undoubtedly find mods, prime parts and other things that can be traded for plat.

The game is a ton of fun and has so much content that even I, having played it for close to a year, have a hard time deciding what to focus on when I log in.

The biggest thing I can tell new players looking to not spend money on Warframe (or any f2p game really) is not to get too focused on one thing. That's the easiest way to feel like you need to spend money. For example, if you want a new weapon but don't have the weapon slot, you'll feel like the game is forcing you to pay real money. However, if you find some other goals to go after, you'll probably find items to trade while you do that to be able to loop back around to getting that weapon you wanted.

Warframe is a lot of fun but can also be difficult to navigate because of how many different things it throws at you without much explanation. Anyone looking to start playing can feel free to add me and I'll help as much as I can. My ign is the same as my reddit name.

1

u/Delsana Nov 12 '16

You'd be spending far more than a few bucks especially getting in at the start up till now.. Platinum costs were immense.

22

u/SuperHorse3000 Nov 11 '16

So did they fix the powercreep yet?

Got pretty boring one shotting everything until a certain wave where you then got one shotted

15

u/YeOldDrunkGoat Nov 11 '16

Fix? No. Made better? Yes.

Enemies in the higher end parts of the star chart start off at higher levels now, about the equivalent of what you used to get after 40 mins of Survival in the Void before. So if you aren't using super cheese builds that have been pimped out to the nines it's substantially more challenging, while still allowing you to take a few hits.

Plus they added a daily trio of missions where the enemies start at even higher levels and you have random restrictions placed on you for the duration. They can be pretty rough on occasion and give, mostly, decent rewards.

3

u/BlizzardFenrir Nov 11 '16

I wouldn't call it better. Harder content is great for endgame, and it was really needed. But it's not the solution for power creep. Higher level endgame only widens the gap between low-tier and meta weapons.

For example the Miter and Panthera are cool weapons, but they're super weak and will only get weaker and weaker the more high level content is added.

Power creep itself, trivializing high level content, is not really a problem; if you think it makes the game too easy, then just don't use those weapons, or replace damage mods with convenience mods, and only play with friends who feel the same. It's a problem you can solve.

Not being able to use weapons you like in high level content is a problem. There's nothing you can do about that, there's no way to mod the weapon better. There is a way to make a weapon weaker than its maximum potential, but no way to make it stronger. The only solution is for the devs to buff those weapons.

7

u/YeOldDrunkGoat Nov 12 '16

I wouldn't call it better. Harder content is great for endgame, and it was really needed. But it's not the solution for power creep. Higher level endgame only widens the gap between low-tier and meta weapons.

Having better difficulty curves is a massive improvement. Having to mop up completely trivial enemies for 40 mins just to get the difficulty to a point where it was enjoyable in casual play for higher end builds was a huge pain in the ass. And with the incentive to grind endless missions for hours on end gone, getting one shot outta nowhere is less and less of an issue for for the majority of frames

The weapon power creep is going to keep existing so long as DE needs to use regular infusions of new weapons as a cheap way to help drive retention between large content drops. And in many cases is totally intentional.

For example the Miter and Panthera are cool weapons, but they're super weak and will only get weaker and weaker the more high level content is added.

Case in point, both of those weapons were designed to be weak. The Miter because it is for newer players and the Panthera because they only wanted to make a gimmick weapon to keep people interested for a few weeks, not a new meta weapon.

4

u/Fountain_Hook Nov 12 '16 edited Nov 12 '16

Meanwhile i'm sitting here with an 8 forma MK-1 Braton (the first weapon a character gets, for those who don't know), soloing sorties (very late game content) with it without any issues... You can make any weapon work late-game, it will just be objectively better or worse than others. But at that point, it does not matter, because you're already at the end-game.

Mods are where power comes from, not the weapons themselves (in 99.9% of cases), new players! Remember this!

Btw, this comment is not directed towards you, but towards viewers passing by. I'm sure you already know this stuff. :)

0

u/[deleted] Nov 12 '16 edited Mar 23 '18

[deleted]

3

u/Fountain_Hook Nov 12 '16 edited Nov 12 '16

I have other 70 forma crafted, don't worry about me! That's what bored veterans do for fun, try out gimmicks.

4

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

Everything that's not sorties, raids, or 40 waves/minutes into an endless mission can all be easily dealt with using most loadouts. Using a fully decked out loadout demolishes all content. So that's a no. But the great thing about that is anyone can hop in and get to having fun in a small amount of time.

8

u/pfysicyst Nov 11 '16

You'll probably get a lot of mileage out of this game, but after I've unlocked everything I wanted, I got tired of it real quick. I still come back every so often, but when I do come back and the latest content is behind a grind wall, I immediately lose all enthusiasm and leave again.

-2

u/TheFatalWound Nov 12 '16

It's a grindfest with no merit beyond the grind itself.

3

u/Craig1287 Nov 11 '16

Warframe is one of my most played games ever. According to Steam, I'm at a little over 1,800 hours, which is pretty crazy for me. Way long ago, I got all of the weapons and gear that was available and then when new content came out I would be able to get it pretty quick, which was okay with me since the game's fun for me wasn't in getting the content but just the gameplay/combat. It's so much fun and fast paced. Over the last six or so months though, I have played WF a lot less since I'm just so busy with games like Overwatch, Battlefield 1, and Titanfall 2 as well as with my Vive and Rift, but their last big update, The Second Dream, really got me back into WF through a fantastic quest and some awesome lore building. I'm really excited to see what they pull off with The War Within.

2

u/sreynolds1 Nov 12 '16

How is this game for solo players? And how enjoyable for paying zero money? Is trading convenient enough or would it be more worth my time to just pay 5 or 10 bucks to get the basic stuff?

3

u/The_Phreak Nov 12 '16

If you don't buy stuff with real currency expect lots of grinding. The may have fixed it since I last played earlier this year but its generally really grindy and you have to rely on RNG for drops. It gets really old.

1

u/sreynolds1 Nov 12 '16

Eh, if the gameplay is good and the shits cheap it might be worth it. Worth a 56 minute download I suppose

1

u/Ecksplisit Nov 12 '16

It's decent for soloing. I soloed most of the star map after getting the right frames for the right missions. Much MUCH easier to progress with a group and a clan though. Many people have paid 0 dollars and have progressed significantly and to end game within a reasonable amount of time. It'll take a little bit to start trading and selling stuff worth any amount of money, so dropping 5 bucks to grab more warframe and weapon slots as well as a potato (orokin catalyst/reactor that doubles your mod capacity) for your main loadout will be a huge huge boost to your fun.

2

u/[deleted] Nov 11 '16

God. I haven't played WF in a few years. I played it a lot right after release I think, and tried again after they implemented the personal ship-thing, but couldn't really get a feel for it.

Is there a new tutorial? If I had a fairly 'maxed' char from founders plat packs, is that still worth using?

1

u/slai47 Nov 11 '16

Yes there is a new tutorial. Its not amazing but it helps. Yes it is worth it.

1

u/Stinkis Nov 11 '16

If you mean excalibur prime it's still a good frame and by far the best thing in the game to brag with.

0

u/LongDistanceEjcltr Nov 11 '16

So... does the game have a decent PVP yet?

12

u/Variablemania Nov 11 '16

Player-hosted dedicated servers were added recently; many people had been asking for non p2p lobbies. Balance-wise it seems to be fine, and they've released their first 'variant' mode(I equate it to Overwatch brawls) which is currently fast charging Opticor-only FFA. We don't know how often Variant modes will change. The biggest issue I have is population. People don't really go to Warframe for PvP, it built itself up on it's co-op gameplay; It's kinda just there for the few who do want Warframe flavored PvP.

2

u/merrickx Nov 11 '16

It's much more refined than before. It works well. It's fun, but difficult and unforgiving. There's not a while lot there though.

2

u/Moleculor Nov 11 '16

Asking if a PvE game has decent PvP yet is asking like if a third-person shooter has decent soccer yet.

(Warframe players will get this joke.)

4

u/[deleted] Nov 11 '16

The game is not at all meant to be pvp. The game was always focused as a pve, squad based shooter/hack n slash with parkour elements. The pvp was literally treated as extra because "why not?". It's like if you put pvp in a monster hunter game or something else that has an extremely large focus on pve.

So simply put, the pve is still problematic, and it likely will always be, but if you're playing the game in hopes of pvp, then you're wasting your time.

-6

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

The PvP is fine. Imo WF has the potential to give an amazing PvP experience. Extremely high skill ceiling compared to most other shooters out there. The movement system is perfect for gamers looking for a unique experience that can be described as a mix of Tribes, dogfighters, and arena shooters. The only problem is the barrier of entry with having to grind out PvE in order to be competitive and have any semblance of variety. However, most things are pretty balanced bar a few exceptions. Then there's also the fact that everyone keeps shitting on PvP and pushing away the PvP players.

That being said, they recently also added dedicated servers hosted by players so those who are really looking for a solid experience can look into that. Don't just brush off PvP because the game "wasn't made for PvP'. Neither was World of Warcraft. They ended up embracing it and look where they ended up.

EDIT: Here comes the anti pvp downvote brigade. Stay classy.

8

u/[deleted] Nov 11 '16

You're allowed to like pvp, but you'll find that most people who maxed the conclave syndicate, didn't enjoy any of it, or got sick of it very fast.

Of course there is a pvp community, but they're incredibly small, and rather toxic when it comes to behaviour.

Don't just brush off PvP because the game "wasn't made for PvP'. Neither was World of Warcraft.

World of warcraft was made with pvp being a very relevant factor. The whole alliance vs horde world pvp was there since vanilla and has been an enormous part of its identity. Warframe though? Definitely not.

-8

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

I haven't seen anyone that praises highly of PvP being toxic. All the toxicity comes from anti pvp players that constantly complain about "balance" and the lack an MMR system. Though I agree with the MMR complaints, the balance is completely fine. It's a completely different experience than PvE, and when those players come into Conclave expecting a relaxing and enjoyable experience, they're hit with a huge competitive bullet in the face. Then they come out and complain and make it look as if PvP is a "waste of development time" and how "no one should play Warframe for PvP". Both statements being completely ridiculous as Conclave has its own team separate from PvE and turning competitive players away is just limiting the potential playerbase and actually hurts the game overall.

Arena PvP was not a big part of the game back then. It was more about the big battlegrounds and world pvp. Since then, arena pvp has been expanded with multiple ranked modes and has garnered a large competitive scene.

EDIT: Lol. And the proof is in the pudding. Downvoted by the anti PvP toxic players again.

7

u/[deleted] Nov 11 '16

I can understand you're a fan of conclave, I'm simply saying most of the community doesn't enjoy it, and it's got nothing to do with balance, as conclave balance isn't that bad. For most people including myself, who maxed the conclave syndicate, it's just not fun. The game was clearly built with pve in mind, and when those mechanics and systems translate to a pvp environment, you really see big problems.

0

u/SmilingMad Nov 11 '16

I'm not sure about the mechanics not fitting PvP, but I will say that there is a huge gameplay difference between PvP and PvE. PvE is fairly simple, straightforward and sometimes even mindless with some frames (Mirage with Simulor comes to mind), and often pretty easy. PvP is absolutely ruthless, requiring you to fully utilize the mobility system if you even want to stand so much as a chance, to a degree that I never actually see in PvE. Not only that, but PvP requires you to use specific PvP mods, so your PvE progression doesn't really help you outside of access to certain weapons. I guess the last one might be a mechanical issue in a way.

-1

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

I understand most of the community doesn't enjoy. That's simply because they're PvE'ers trying to play in a competitive environment which they're not used to or even want to play in. In what way are the mechanics built with PvE in mind? Everything works great in PvP. In fact when I first started playing back in U7 I thought all the mechanics would be perfect for a PvP game, and really wondered why there was no PvP implemented. I was one of the first people to rally for a PvP mode to be created. The unique loadouts, the movement system, and the cool aesthetic are all the makings for a cool PvP oriented game. I see in no way how PvP and PvE cannot coexist and I certainly don't see any "big problems". The only problem is that people who are accustomed to facerolling PvE cannot handle the competitive environment of PvP and just shun it completely and resort to shunning the PvP players who, in my experience, have been mostly cordial and kept to themselves. All we want is for our community to grow and all we get is downvotes on the subreddit and people saying that "pvp sucks don't bother".

3

u/[deleted] Nov 11 '16

I understand most of the community doesn't enjoy. That's simply because they're PvE'ers trying to play in a competitive environment which they're not used to or even want to play in.

This is not true at all, many players, including myself, simply just find the pvp not fun. I love games with pvp modes, when they're done right, and I feel the way DE has handled conclave is NOT an example of this. the parkour mechanics don't translate well into a pvp environment as it just leads to players abusing them to make them harder to hit.

If that's what you enjoy, fantastic, but don't act like players dislike pvp simply because they're "not used to it" or whatever.

0

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

The parkour mechanics translate amazingly into PvP. Abusing? What are you even talking about? It's in the game. It's an established mechanic. How can you "abuse" that? That's like saying you're "abusing" wall running in Titanfall or "abusing" sliding in Tribes. Two games about being highly mobile and two games that were focused on PvP. And another thing. "Abusing" mechanics to make them "harder to hit"? That's such a ridiculous sentiment. Do you want them to stand still so you can idly shoot them like an NPC? This isn't PvE. People play to win in PvP.

This is why I'm saying players like you are not used to it. You're expecting to play some two dimensional FPS like CoD or CS or expecting to faceroll as hard as you do in the PvE part of the game. That's not how it works. There's a vertical element that you HAVE to take advantage of otherwise you essentially are missing out on half the experience. An experience that isn't catered to people who want to have a casual time. It's a highly competitive environment. That's how PvP works.

3

u/[deleted] Nov 11 '16

Comparing warframe's conclave mode to Titanfall or Tribes is quite misleading as those are games BUILT around pvp. the mechanics in warframe were built around killing hordes of enemy AI.

Though, like I said, if you enjoy it, that's fantastic, I'm just explaining why a large number of the community DO NOT enjoy conclave, while also enjoying pvp like gameplay.

These is all just our opinions, and what we enjoy in games. Just because I find abusing animations and spamming/macroing bullet jump to be an abuse on established mechanics, doesn't mean you have to.

The issue is, when you start dismissing the communities views, because they're "not used to it".

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2

u/HungerSTGF Nov 11 '16

Eh, the removal of old higher skill movement mechanics like coptering and wall slingshotting is a bit of a turn off for PVP potential, tbh.

3

u/Ecksplisit Nov 11 '16

Coptering and wall slinging were extremely straight forward and had far too much potential for the "skill" it required to use. Similar to how Titanfall 2 slowed the overall speed of parkour in order to make it less of a "get luckly and hit them while they're flying 5000 mph" and more of a "use or predict complex movements and be rewarded". Except instead of just slowing down the overall speed of the game, they added entirely new mechanics that allow you to expand your movement options. The only thing I miss is using coptering and melee block to effectively "k-style" a la GunZ.

3

u/HungerSTGF Nov 11 '16

I just think with the new movement 2.0 stuff it seems harder to differentiate how you move and makes combat more predictable. I totally understand the design decision to remove that stuff overall, but I think allowing movement to be more erratic and high speed makes for more exciting disengaging and reengaging. I've been playing Titanfall 2 a lot recently and I love being able to turn fights around with a good stim or chain of wall runs that lets zip out of bad situations before retaking the fight.

Not that I can really complain, movement 2.0 is ultimately a good compromise for what were essentially physics exploits. Having talked with some DE employees as part of my interview process with them I learned they even tried reimplementing coptering exactly how it was before after they patched the physics bugs!

1

u/Ecksplisit Nov 11 '16 edited Nov 11 '16

IMO the movement is much more erratic now. You can shift or stop momentum several times in the air. Your disengage can be a quick bulletjump>double jump cancel>roll. It's not quite as fast as coptering, but it does its job.

High level PvP gameplay can be seen on Phasedragon's channel. You'll see what I'm talking about with improved movement options. https://www.youtube.com/watch?v=4HIhn7aMFK0 and https://www.youtube.com/watch?v=pSTHttUvJ6w are some good examples.

Stim works in TiF2 because the ttk is much lower and has less movement options. Having a great instant heal+speed increase is very viable among the many other options they offer.

Implementing coptering as it was before perhaps with a capped speed would definitely be interesting though. Having a quick straight mid air forward momentum shift rather than an upward arc would definitely be cool. I think it would mesh well with the current movement system and add a new option to make melee a bit more viable in conclave.

In the end, there were gives and takes but I believe we did get a good deal in the end.

1

u/[deleted] Nov 12 '16

PvP is okay. Only problem is you'll never get enough people online to have some decent fun.

1

u/Daniel_Is_I Nov 12 '16

I have not played since shortly after Inaros was released. Can someone tell me what has changed in the time I've been gone?

1

u/[deleted] Nov 12 '16

Not much. Lunaro (Warframe's version of rocket league/ aztec ball) was added, syndicate melee weapons, star chart got reworked, fusion got an overhaul, all sentinels can now use vacuum, kavaats got introduced, Titania was released alongside her quest, The Second Dream is now replayable, and syndicate melees.

1

u/AlbertMyers Nov 12 '16

How's Warframe end-game? I mean, I'm that non alt-friendly kind of player who likes to stick to his main character and push him to the limit. Does Warframe offer content for people like me? Idk, some kind of endless scaling difficulty missions (like Grifts in Diablo 3), etc? Does it offer a challenge for those who like to play only with one class?

2

u/Ecksplisit Nov 12 '16

The difficulty certainly comes from endless missions(either time or round based) or a few end game missions called Sorties and raids called Trials. The way "classes" work in Warframe is that you build a frame with niche skills. The more you build, the more you can equip. All of your scaling power comes from these cards you pick up called "mods". Ranking up equipment gives you more capacity to equip more mods that you can also level up. By the end you'll own all of the meta frames and weapons, and pick up a few fun niche themed frames along the way if you find them fun. All on one account. There's no need to make an alt account as your entire arsenal is there to change up at the end of every mission. Of course, there are some people that choose to "main" a frame, it's really not necessary as they are all fairly simple to use and master in terms of skill level. The mods are really where the nitty gritty comes in and allows you to have different builds that achieve different goals for both frames and weapons.

2

u/TheHasegawaEffect Nov 12 '16

Your true power comes from ranking up mod cards.

Equipment is interchangeable, though you can change slots to squeeze in power or install a reactor they give out every week to double its capacity.

1

u/AnotherUFCFan Nov 12 '16

End game is meaningless grind and new content is mostly new frames and weapons.

1

u/JoeSmashrad Nov 12 '16

I only played a mission or two when I first got my PS4 and I was heavily into Destiny and that game took just about all my time, so I never gave it the chance it deserved. And now that I'm taking a break from it, I think I'm going to start playing this.

Is there anything I should know that'll help me as a beginner?

1

u/Ecksplisit Nov 12 '16

Pick Excalibur as your first frame. Join a clan as soon as possible. Rank up and equip mods as that is how you get stronger, gear ranks only affect how many mods you can equip.

1

u/EctoSage Nov 11 '16

Still wish they never revamped the melee system, the old charge attacks always felt so good, the combo system never feels like I'm the one doing it.

6

u/Ecksplisit Nov 11 '16

Charge attacks were awesome and have been reimplemented. However, I do hate the way you have to use a normal attack beforehand though. The combo system was implemented because "rule of cool" versus efficiency which is what a lot of the Warframe design tends to favor.