banner



Where Are The Glass Shards Warframe

https://static.tvtropes.org/pmwiki/pub/images/hdal0ho7uhn51_6.jpg

Selling [Frustration] modern for 50p!

As Warframe has grown, some frustrating mechanics and features accept been phased out, while many others accept been brought in. Ninjas may play free, but sometimes at that place is a toll to pay.


  • Corpus laser doors. They're SUPPOSED to encourage the party to stick together, only unless yous're literally walking in lockstep, they tend to do the contrary. Mostly, the first person through the door will trigger the security camera without seeing it, causing the Second person through the door to run head-first into the laser door and accept massive harm. Fifty-fifty worse if the second person can't have out the camera from their side of the door and the kickoff person doesn't notice (or care) that they've left their ally backside. Worse still, a player tin can trigger a camera which will lock in some other player in an entirely different section of the ship, with no way for them to have the offending camera out. An update eventually made information technology so that you can slide by them, simply cameras still tend to have the irritating addiction of triggering while walking through a door. The Gas City rework added a new class of laser doors that are less abrasive— scanners that cover a certain part of the doorway that can be easily destroyed or slid nether.
  • Secondary objectives are also abrasive. Fought tooth and nail to achieve an Artifact and expect to make a mad dash for extraction? Nope. There's intel that needs collecting! The worst of which is that Intel missions tend to be extremely long, especially in big tilesets, similar Grineer asteroids. Some other classic is having to drag a delicate hostage along on the Datamass hunt. Proficient times. It's rather telling that this has been mostly phased out as the developers proceed to refine the different mission types.
  • Knockdown in general is widely disliked because of the enormous length of time it incapacitates the player for. In a game where you tin can hands die from two-3 seconds of sustained fire, being knocked down and unable for movement for four or five seconds frequently results in death. This is made worse because the mods that allow knockdown resistance and improved knockdown recovery are both extremely rare, and often can't fit in a player'south build beyond essentials similar effective health and ability boosts.
  • Update 10 initially had a heavy change to the stamina system. Stamina now had a timer before it would start recovering and would accept longer to do so. This was meant to make Stamina more of import and encourage players to utilise stamina-boosting mods. However the actual upshot was that players would be unable to run for more than ten seconds without stopping to permit the stamina recover. After an uproar in the community it was chop-chop readjusted closer to the original state. note Later on which point players speedily realized they could continue to slide while stamina recovered, rendering stamina-boosting mods moot anyway. Eventually stamina itself was completely removed during the Parkour 2.0 rework.
  • Quick Thinking'south stagger mechanic. Prior to Update xi.1, a popular build for players was to combine Quick Thinking (which causes incoming lethal damage to consume energy instead) and Rage (which converts impairment taken to health into energy) on their Warframe, which created a 96% effective feedback loop that could make players finer immortal. After Update eleven.1, Quick Thinking was Nerfed to attack this combination, but as a result of the changes to its impairment reduction, every activation of Quick Thinking guarantees the user exist staggered for nigh as long as the knockdowns mentioned above, with no means to resist or increase their recovery — all the while opening the user to more than damage, and costing more precious energy. What makes this really a problem is that receiving any corporeality of healing at all will reset this, causing ongoing heal-over-time effects (or fifty-fifty allies' emergency healing) in the midst of superior harm to Stun Lock the user to death and quickly burn out all of their energy to boot.
  • Update 12 added two more traps to the Grineer tilesets. "Broken lights" zapped the player with a commodities of lightning, created a wink that can bullheaded at a bad moment, and are most incommunicable to destroy beforehand. The lighting was strong plenty to one-shot low-level Warframes. "Sensor confined" over doorways created the same Mana Burn and Interface Screw disruption effect as Ancient Disruptors - and when they were first released the off switch would only prove upwardly on one side of the doorway. Cleaved lights were removed fairly quickly and replaced with arc traps, which, while still dangerous, are easier to see and far less lethal. Sensor bars at to the lowest degree affect Grineer troops walking through the field also and were quickly patched to have off switches on both sides of every door.
  • Having to deal with Stalker when y'all're still a newbie. Y'all'll be lucky to survive more than five seconds after Stalker starts moving.
  • Nitain Extract, when information technology was first introduced, could only be reliably obtained in small quantities from daily alerts. This effectively meant that recipes which needed it would take forever to farm. This was later made much more bearable when information technology was added to the Nightwave Cred offerings shop.
  • "Riven" mods are randomly-generated mods with powerful effects, that tin simply exist used with one specific weapon. Players go ane from completing the State of war Within quest, with more coming from Sorties, albeit at a low drop chance. Nevertheless, these mods come with two problems: First, the player must unlock the mod'southward effects before they can use information technology. To do so, the player has to complete some randomized challenges with ridiculous (and often downright sadistic) modifiers; for instance, the role player may have to complete a high-level Survival mission without killing a unmarried enemy, or solo a loftier-level Interception without taking any damage, or capture a Sanctuary target without using powers or traps while wielding a Hobbled key. If you manage to cheese your way by the task, y'all face the 2nd problem: the stats are completely randomized (including some with negative modifiers, or useless stats like Zoom for Watch weapons) and the modern tin can randomly attune itself to any eligible weapon in your arsenal beyond the one information technology was equipped to when information technology was unlocked. No worries though, you tin can re-roll the stats - you just have to collect a heap of a rare resource and consummate a new challenge, whereupon the modernistic will completely randomize itself over again. For bonus points, some players have exploited the randomization procedure to sell useless Riven mods to unsuspecting players at inflated prices, whereupon it will remain attuned to the seller'due south inventory for the purposes of deciding a new weapon.
  • Archwing missions have become this, ever since changes were made to let for "6 degrees of freedom" — which accept been known to beal players with motion sickness, and arrive fifty-fifty harder to navigate for players without. Archwing gear is also significantly slower to level than Warframe equipment, and features a Prime number-level grind in gild to build any new equipment, as each weapon or Archwing part is a specific reward from specific missions. For the final nail in the coffin, many players experience it's not integrated enough into the master game to justify being part of Warframe, with Archwing transitions being the equivalent of And Now for Someone Completely Unlike.
    • Worse still are the underwater Archwing sections on Uranus- all the flaws of normal Archwing without any of the claim.
  • Prior to the addition of The Quills, using Transference was frequently a miserable feel. Transference turns you into a physically normal human teenager, making you a total Glass Cannon with a base wellness of 100, no armor, shields, or regeneration, and a sprinting speed that's barely faster than a brisk walk, which feels especially jarring when you're used to your Warframe bullet-jumping all over the map at borderline Super Speed. Y'all have a move which turns you invisible and invincible, and allows you to perform a Flash Step, but it drains the aforementioned energy meter you use to attack. And some missions, such every bit Kuva Floods, make Transference mandatory, forcing you to endure these problems. Thankfully, the addition of the Quills syndicate made Transference much more useful, as y'all tin can now equip an Amp which has its own ammo pool separate from Void Fashion and Void Step's energy (and you go a free starter Amp just from visiting them one time), as well as access to Arcanes which increment your durability somewhat.
  • Focus was long-hyped by the evolution team before its release in Update 18. It grants players access to five different copse (or "schools") of optional "talents" to enhance their play, designed to be an cease-game progression arrangement. Notwithstanding, acquiring the points to purchase the talents in the tree is a massive pain. The player has to receive a rare Focus Lens of their target school from a daily mission, then slot information technology into a piece of max-ranked equipment; from there, a low percentage of any overflow affinity going to the weapon is converted into Focus. While straightforward, shortly after its release, the base conversion rate was reduced (down to 1-2% of collected affinity per lens) and "Convergence" was added: a pickup in missions (which spawns near the next objective, regardless of distance from the player) that has a hazard to spawn after whatsoever impale, which temporarily gives the thespian an 8x multiplier to whatsoever Focus gained — most likely to discourage common loot-cave strategies of the era wherein nearly of the team sat effectually collecting spoils while 1 player did all the piece of work. Developers set an initial acquisition cap of 100,000 Focus per player per mean solar day, but with the low base of operations conquering charge per unit, most casual players barely received two to three thousand Focus per day from their lensed equipment. Not only does Convergence encourage players to ignore mission objectives and teamplay while it is active in favor of collecting kills, but strategies and builds specifically tailored to it are most required in order to reach the Focus cap per day. Even one time you unlock and invest points into a node in the tree, you even so take to invest points in a "Pool" for the tree itself that determines how many nodes in that school you can keep active at once, effectively doubling costs that have already been paid. Lenses are consumed on utilize and non-refundable, and all point investments are terminal. And for the kicker, every node activated in the Focus puddle increased the cooldown of the school's Focus power, rapidly adding on several minutes at a time; well-nigh missions were shorter than the time you needed to await to cast the ability once.
    • This was made worse after the Focus revamp in Update 22. The base of operations lenses were moved to Cetus bounties (which can be washed more than in one case per day) and a greater "Eidolon" lens blazon was added; all the same, the base lens drop rates haven't improved much, Eidolon lenses can only exist acquired from a rare blueprint requiring multiple base of operations lenses, Eidolon lenses don't fifty-fifty double the amount of Focus gained from using a basic lens, and no other changes were made to conquering. Despite the ongoing bug with players being unable to reach the daily cap, the cap was increased to 250,000 and the costs of Focus nodes and Pool upgrades were increased to compensate. New "Waybound" nodes were added that, afterwards taking a literal meg Focus just to actuate its capstone rank in one tree, could exist activated from any other tree to share their benefits regardless of which Focus school is active; problem being that these cross-tree abilities notwithstanding required a Puddle tithe from each tree that enabled them. The total costs for the tree were calculated to have over a year and a one-half of maxing out Focus every day in club to consummate the tree; one Youtube partner noted that with his average Focus gains, it would take a casual player up to nine years to fill out the unabridged Focus tree. And while the cooldown increases to Focus abilities were removed (if just because access to Focus abilities was restricted after unlocking The Quills syndicate), the costs of private Operator abilities are increased with each "improvement" they receive from the revamped Focus tree — and the tree is the only way to address many of the above complaints most how weak and squishy the Operator mode is.
    • Somewhat mitigated past the introduction of Sanctuary Onslaught - said game mode only allows the usage of max-leveled warframes - that is, the ones which tin can take focus lens attached to them - and provides boosts to focus bespeak conquering, which scale every bit you lot go to more unsafe zones.
  • World Remastered. Causes massive frame per second drops in World missions for machines that should be handle the game fine on 60 fps at the vast majority of other areas.
  • The random, secondary incursions in Plains of Eidolon, that appears when y'all're costless roam, prospecting, line-fishing, and scouring for materials in the Plains, brings to listen "Hey Niko, it'southward Roman! Permit's get bowling!", merely here, Lotus gives you random missions (with smaller payout than accepting the bounty straight from Konzu), if yous choose to time it out and not doing it, Lotus basically passive aggressively told yous that cheers to you, the enemy succeed in any things they done. It has since replaced by field communicator (in Plains, information technology must be discovered while in Orb Vallis, must be activated through a Concur the Line section) which let y'all to receive bounties without having to render to Cetus though.
  • The bounties in Plains of Eidolon and Orb Vallis are mostly this due to the strict time limit and unlike rules compared to usual mission, making information technology more easier to neglect it if non careful. In each one of the open world plains, there is ever an Escort Mission from a randomly picked pool of the missions. In add-on, some of the common missions include searching a sure radius of area for minor enshroud crates IN TIME LIMIT. While at least the caches in Plains of Eidolon emits a yellow light and chiming racket, the ones in Orb Vallis only emits bright bluish light and subtle beeping dissonance that can be easily drowned by the other noises. Mitigated after a certain update, when the fourth dimension is low, the radius shrinks and some of the Orb Vallis cache gave risk to pinpoint the rest.
    • Now, however, in that location is a fresh new hell in the bounties - namely, Plains' Base of operations Capture missions. These require y'all to go to a specific outpost, wipe out the enemies there, then foreclose new waves from capturing it for near 2 minutes. The problem is, enemy capture progress constantly increases at a tedious charge per unit even when at that place are no enemies around, and the only mode to lower their progress is by killing enemies. This leads to the bastard situation of failing a bounty because the game simply would not spawn plenty enemies, or because yous killed them too quickly and efficiently, leaving gaps where the progress grew out of control. While this is somewhat less common in multiplayer, it is a nightmare for solo players, and a big incentive to always try to practice bounties with a grouping.
  • Conservation can be a pain due to many mechanics at play that aren't explained to you lot, namely figuring out what you need (a Tranq and a Lure for each creature you want to capture), how to employ your tools, and tracking your targets. Information technology definitely doesn't help that the fauna tracks tend to be difficult to follow due to them blending in a little too good against their environment on some graphic settings. Sometimes, the tracks volition flat-out glitch up and brand information technology even more annoying to track downward the animals.
    • Thankfully, conservation is, for the virtually role, optional and serves every bit another method to earn Standing in the Plains and Orb Vallis. In Deimos, even so, information technology's all only mandatory for the purpose of earning Son Tokens which you lot need to rank upwards with the Entrati, also as if yous desire to "club" your Deimos pets for mastery points. So, you'll have no option but to work with Conservation. Thankfully, a few easy targets occasionally pop up for grabs while you're doing other things but you lot still need to search for more specific critters to earn tokens more reliably.
  • Host Migration. Warframe, despite its MMO condition, more often than not exists in the capacity of a Peer-to-Peer game, with ane player called every bit the host of any given mission. If the hosting player decides to go out the mission, it can issue issues including but not limited to: the duration of abilities expiring prematurely, dying due to enemies still being able to attack you during migration, bleeding out, losing rewards, enemies such as the Stalker de-spawning, enemies such as the Stalker spawning again because Host Migration resets the time limit in which field bosses like him can appear, doors declining to open rendering the mission unwinnable, random zones of a map acting as if you're exposed to the vacuum of space and causing constant damage over time, and game crashes, on height of the potential latency that comes from having a host with a bad connectedness. The myriad of problems acquired by Host Migration are so numerous that many people prefer playing the game solo, despite the difficulty spike it can cause.
  • Prior to Update 27.ii, self-damage with weapons. Some explosive weapons (such as the Angsrum, Cerata and Ogris) were capable of dealing impairment to its user when they are as well shut to the blast. Ii things fabricated it a scrappy mechanic: Firstly, it was inconsistently implemented, with newer weapons such equally the Lenz and Corinth making self-damage with their explosive attacks close to incommunicable. Secondly, it was virtually impossible to mitigate— the Cautious Shot mod advertises a 99% reduction in self-damage on explosive weapons at the expense of a 15% overall impairment reduction, but one% of an Ogris'south damage was still enough to gib every warframe that isn't Rhinoceros or Inaros. In the aforementioned update, even so, it was completely removed, with all previous cocky-damaging weapons gaining a self-stagger mechanic instead, where shooting carelessly can event in you getting knocked down.
  • Mastery Tests. On newspaper, it seems harmless: once your accumulated feel from leveling your gear reaches a certain threshold, you're allowed to take a special test that, when cleared, upgrades your contour keepsake and gives yous a slew of bonuses, such equally an increase in capacity for mods, Void Traces and credits. The problem, however, comes with the fact that as the tests advance, the requirements starting time becoming increasingly specialized for specific play styles and builds that y'all may not actively use, most infamously the tests for Rank nine and 19, which are strictly Stealth Based Missions in a game where stealth has always been notoriously bug-ridden and luck-based. Even worse, rather than being optional challenges, Mastery Rank is required to wield the best weapons and access the belatedly-to-endgame content, significant you accept to complete them otherwise entire gameplay portions will be locked off to yous. Oh, and if you lot fail, which becomes increasingly common the higher rank you go, you have to wait exactly 24 hours before being allowed to endeavour again. Most notoriously, Digital Extremes, while ever willing to speak upwardly and antipodal with the playerbase regarding literally anything else about the game, goes completely silent whenever the topic of Rank Tests come upward, as if they are actively ignoring any and all critiques of the organization and how archaic it's get in recent years.
  • Experience every bit a whole. In social club to fully complete a build for a weapon, you are required to level it up to its max rank of xxx multiple times. The intent is that yous level to rank 30 throughout a multifariousness of missions, just due to the experience organization, this will accept an outrageous amount of time unless you go to the few areas that are the specific XP hotspots. The game will only give y'all full experience for a kill with a specific weapon, which means you demand to have a poorly-congenital weapon into a relatively high-level area if you want all the XP to go to it. Otherwise it gets split between your 3 weapons. this includes if every other weapon is maxed out completely and doesn't have a focus lens on it. Additionally, the gains you go far nigh missions are pathetic; you'd exist lucky to get a single level per mission, even during something long or enemy-oriented such every bit exterminates. and in order to gain the maximum mastery level, you lot need to max out nearly every weapon at least one time, even the starting weapons, and the early-game weapons. Making matters worse are items such every bit the Kuva weapons, the Paracesis, and the Necramechs, which gain 2 levels every time yous Forma it, up to a maximum of 40, requiring you to level them up at least 5 times if you wish to become all of the Mastery Points out of them. The new levels also crave massive amounts of xp to level.
  • The Ghoul Purge event on the Plains of Eidolon. It comes around far too often (at least twice a month), and if you don't collect all of the lore fragments for the outcome, the game forces you lot to open up an inbox message from the Lotus telling you the ghouls are back at Cetus. The ghouls themselves fall close to Demonic Spiders territory— they primarily deal shield-bypassing toxin damage, their cries combined with Vay Hek's canned taunts are annoying, they can pop out of the basis anywhere during the daytime, and can juggle you with constant knockdown procs. On meridian of all of this, the rewards suck— two sectional Grineer weapons, some okay mods, Nitain Extract, and Cetus Wisps. The only reason to really do this is for the weapons and for the fact that the ghouls can drib the Slicing Feathers stance modernistic, which is necessary if yous desire to use Gainsay Mitt Fan melee weapons such equally the Gunsen and... that'southward information technology at the moment.
  • One time once more returning to the Plains of Eidolon, we have the Twenty-four hours/Night Cycle. Nighttime is the only fourth dimension (barring the occasional bug) that the Eidolons can be fought, and they drop highly desirable rewards, including Arcanes, Riven Transmuters, and Eidolon Shards, which have all have value in Warframe's Endgame content for extra buffs, recycling unwanted mods, and giving free buckets of Focus points. Unfortunately, Dark only lasts 50 minutes, and it takes the first Eidolon of three about xx seconds to spawn, and its spawn location is random. If you miss an opportunity at a Tridolon, you take to wait almost two hours for your next take chances. Fortuna's try at a day-dark wheel instead consisted of a Warm/Cold Cycle, where the only appreciable departure is a modify in the lighting and the types of fish that tin can be caught, and is much more forgiving with the timing, and the Orb Mothers are fought in special encounters that tin exist activated regardless of the fourth dimension in the cycle.
  • Boodle Pickup— or rather, the inherent lack thereof. Without a special mod on companions (either Vacuum for robotic companions or Fetch for Kavat and Kubrow variants) you lot have to physically walk over almost loot in order to option it up, and DE is adamant about non changing this for poorly-defined reasons. This used to be fifty-fifty worse— before 2015, the simply companion with a loot vacuum was the Carrier Sentinel, meaning that information technology was essentially the meta to apply it if you wanted to collect loot in missions, and Sentinels do not come dorsum subsequently they die, unless you burn down a revive or have the Regen modern equipped on it. Fetch, the Kavat and Kubrow equivalent of Vacuum, wasn't released until Fortuna in 2018.
  • The Helminth Cyst. Released with the advent of Nidus, the Helmith Cyst manifests equally a giant boil on the neck of your Warframe that can be popped in order to make a Kubrow variant called the Helminth Charger. What makes this a Scrappy Mechanic is 1) the cyst can spread randomly from role player to player just by being in the same session 2) the eddy cannot be subconscious for and is literally a giant, oozing sore on the neck of your Warframe, ruining Fashionframe potential, and 3) you lot have to await a week for information technology to go to total maturity before you can go through the Infested door on your orbiter to take it popped and the Frame permanently inoculated against it. And you have to practice this for every. Unmarried. Frame. As of writing, there are a total of 70 Warframes annotation Counting the prime variants, including Excalibur Prime and Excalibur Umbra., and that's not counting any duplicates you may want.
  • The token system for ranking up with the Entrati. The organization is similar to Ticker'southward debt bonds, in that you trade Cambion Migrate resources with Entrati family members in substitution for tokens, but the main difference is that giving the tokens to Grandmother is the only mode to gain Entrati standing, every bit opposed to Solaris United, where the debt bonds are just 1 mode to gain standing aslope all of the other activities in the area note However, the token organization is not locked out upon hitting the daily standing limit, pregnant information technology is completely possible to grind out extra tokens for redeeming at a subsequently fourth dimension. This makes information technology extremely ho-hum to rank up with the Entrati, to the point DE had to release a patch practically the side by side twenty-four hour period reducing the token requirements for each rank up to 1, and it's notwithstanding a pain.
  • Thermia Fractures are the Orb Valis equivalent of the Ghoul Purge. While they're slightly ameliorate than the Ghoul Purge (you get some nice mods and the Opticor Vandal equally a reward for completing them), while they're active, Eudico will non finish telling you lot about them when you try to talk to her at Fortuna. This can be particularly grating because this takes priority over other greetings, including story important ones, namely becoming Old Mate with Solaris United (which ruins some of the power of The Reveal of Eudico's real confront) and post-quest dialogue for The New War (where she briefly discusses what it was like beingness under a Narmer Veil).
  • Sure units, such as all Eximus, Noxes note though upon breaking their helmet they lose it regardless of how much damage was dealt, recipients of Ancient Healer/Corrupted Ancient buff, Kuva Trokarians and Thrax units are in possession of a special kind of protection: Overguard. This health buffer renders the unit immunity to oversupply control, and turns the otherwise fragile unit into a tank on par with their Heavily Armored Mook companions, and the previously armored mooks even more than durable. And while Overguard is meant to be taken downwardly via Void damage, there are some issues with this intended counter annotation ane: This forces you into combat with a very strong and tanky unit with a Squishy Magician character, 2: The intended counter falls off hard in higher levels thanks to the relatively harder to change nature of amps, and three: Information technology is unavailable prior to The 2d Dream and inconsistently available prior to The War Inside.

Source: https://tvtropes.org/pmwiki/pmwiki.php/ScrappyMechanic/Warframe

0 Response to "Where Are The Glass Shards Warframe"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel