Hard to believe, but today marks this here blog’s third birthday.
Had you asked me back then whether I thought I’d still be writing blog posts three years down the road…I really don’t know what my answer would have been.
One thing I do know for sure though. Had you told me at the time that I would publish 187 posts with a total of 156 thousand words, and still no end in sight, I’d called you crazy. But here we are.
The main reason, of course, is that it is a lot of fun. Much more so than I would have imagined. It’s also an ongoing learning experience. When I compare my first couple dozen posts with more recent ones it’s almost as if someone else had written the former. It’s remarkable how quickly human beings can learn stuff that’s rather alien to them and become at least somewhat proficient just by doing it over and over.
Along the way I’ve even learned a bit of HTML-code – I didn’t want to, but WordPress made me – which may come in handy…or not.
What didn’t happen was blogging becoming my true love and/or main driving force. Towards the end of Blapril Bhagpuss said that he’d rather write about games than actually play them, at least at the moment. To me actually playing the games is still much more important, and I wouldn’t want it any other way. After all the desire to chronicle my gaming adventures was and remains far and away the main purpose of this blog.
Finally, about a week ago Lakisa asked me, quite unexpectedly, about an MMORPG we hadn’t been playing for a couple of years. Honestly, I’d had heavy-heartedly made my peace with the fact that I’d never play it again some time ago, what with the reboot it got in 2017 that, in my opinion, was totally uncalled-for and ‘improved’ an outstanding game very much for the worse. Turns out, though, that the original version can still be played and even has a couple handful of players.
So yeah, we’re back.
Don’t be surprised to read some stories about a supposedly dead game around here in the near future. Year number four, here I come.
I know it sounds weird, but that’s exactly what I did in Warframe, and I’ll definitely do it again. MacGyver’s got nothing on me!
But let’s start at the beginning, shall we?
My first impression of the game’s crafting was that it’s basically non-existent. Sure, you collect blueprints and resources for weapon- and warframe-parts all the time, but once you have everything you need you just go to your ship’s foundry, click the thing and wait until it’s finished. The crafting process itself doesn’t require any thought or effort, and you can’t influence the outcome in any way either. That’s not really what I’d call crafting.
Since many aspects of the game aren’t very intuitive or self-explanatory I’ve read and watched a lot of guides over time though, and one type of weapon that’s being recommended over and over is Kitguns. These are a special kind of secondary weapon that have to be assembled from different parts, with each part adding its own set of properties to the end product. By mixing and matching those components you can build a gun that fits your personal playstyle like a glove. They’re also said to be quite strong to boot.
Despite this sounding really good I still hadn’t gotten around to work towards getting one until recently though. I’d had just too many other things on my plate.
When pkudude99 of Nomadic Gamers reminded me of his great post about kitguns in one of his comments, which I’d read before but promptly forgotten afterwards (I think I didn’t even play the game yet at the time), I finally buckled up and looked into the process of building one.
A finished kitgun is an assembly of three parts: chamber, grip and loader.
The chamber is pretty much the gun’s primary component as it determines the base damage type(s) and, even more importantly, the kind of stuff it shoots. Want the weapon to fire a continuous energy beam? Can do. A ball of energy that explodes in an AoE? Also possible. Auto-fire hitscan? No problem.
A kitgun’s grip determines the amount of damage it deals and also its rate of fire. Of course those two stats behave inversely proportional for balancing reasons, so you’ve got to decide whether you like slow-firing, hard-hitting guns or vice versa (or something in between). If you’ve chosen one of the energy-type chambers the grip also has an impact on the gun’s range.
Last but not least the loader lets you choose magazine size and reload speed as well as crit- and status-chance, again with each pair behaving inversely proportional.
I’ve always been what FPS-experts would probably call a spray and pray-kind of guy, so I knew from the start that what I wanted was, coincidentally, exactly what pkudude99 also prefers: a very fast-firing hitscan weapon with lots of crit chance so it procs Arcane Velocity often and fires even faster.
Unfortunately pretty much everything you can do in Fortuna – just like Cetus on Earth – is gated behind a faction rep grind. To be able to buy the blueprints of choice I needed to do some legwork first.
Luckily for me there are open world activities on offer that I like and which are even more effective for raising your faction standing than running missions: mining and fishing.
Of course mined gems and ore are needed for crafting too, but you can also exchange them for faction standing. So I spent quite some time in the caves of Orb Vallis, which ain’t so bad as they’re a far cry from the dark, dank places you probably imagine when you generally think of caves.
Fish, just like gems, can be sold to increase your standing. Alternatively you can dismantle them for scrap and other parts – fish in the Orb Vallis are actually machines, called servofish – some of which are indeed required to build kitgun components.
At this point I got sidetracked for a bit, as I got the idea to dedicate one of my orbiter’s aquariums solely to servofish and to only have one of each species in there.
By then I had risen the ranks enough to buy two of the three blueprints I wanted. For my optimal loader there’s still some more work to do, but I figured what the hell, I’ll just go for the second best and build that fricking gun now.
What can I say, it’s every bit as great as advertised. The default rate of fire isn’t quite as high as I’d expected, but as soon as Arcane Velocity procs the stream of projectiles rivals even that of a minigun. When fired in controlled bursts it’s also pretty accurate even at a distance, and now that it’s ranked up and modded properly it shreds enemies in a heartbeat.
As soon as I’m allowed to buy the better loader I’ll go ahead and build the perfect version of this kitgun, and maybe I’ll also try a variant that shoots those exploding energy balls. The possibilities are endless.
Oh, and now that I’ve acquired a taste for do-it-yourself weapons I’ll probably look into those Zaws I’ve heard so much about…
Although it’s obviously a well-known truth that people’s opinions and standpoints on any kind of topic can and do differ wildly, I’m still flabbergasted from time to time by the amount of rage such innocuous things like a new event in an online game can cause.
The event started on March 20th, and saying that the community isn’t satisfied with it would be a huge understatement. The gameplay is much of the same, the rewards are crap, it takes too long, it’s buggy…you name it, I’ve heard it.
To be fair, it was pretty buggy at release, and it still isn’t perfect. Digital Extremes haven’t been twiddling their thumbs though; until now they’ve released ten (!) patches that, as far as I can tell, squashed most bugs, at least the obvious ones. They also buffed payouts of event-currency significantly and prolonged the event by a week to make up for the less than ideal start. Needless to say though, many folks still aren’t happy.
Me? I’m pretty satisfied. The gameplay is ok and actually quite fun and efficient to run with Mesa (what a coincidence), and the rewards are tremendously generous from where I’m standing.
You see, despite having played the game for quite a while now I’m still far from having achieved, leveled and done everything. Very far indeed. I guess that affects my perception of how rewarding the event is quite a lot.
First off, there’s the event currency itself, Scarlet Credits. Players can buy two new weapons, a bunch of fluff items and arcanes with those. The weapons are not very good (or so I hear) and fluff doesn’t interest most progress-oriented people. Which leaves the arcanes.
Arcanes are augments for your warframes which, until now, could only drop from Eidolons.
Hunting those is one of Warframe’s endgame-activities, if you will. I assume many high-end players have all the arcanes they’ll ever need. In contrast, I haven’t killed or captured even one of the buggers yet, hence I didn’t own any arcanes whatsoever before Scarlet Spear. Some of them are really strong though, so for me it’s a godsend that I can just buy them now.
I’ve talked about mods and Endo before. To upgrade the former to the highest ranks you need huge amounts of the latter. Whatever you’re doing in the game, mobs sometimes drop small amounts of Endo – to the tune of 15 or, if you’re lucky, 50 or 80. Some missions reward 200. The biggest single source is the sale of Ayatan sculptures, but those are rather hard to come by.
Each wave or phase of Scarlet Spear’s ground missions rewards something at the end. Usually it’s a tier 1 or tier 2 relic, but there’s also a chance of about 25-30% that you get this:
That’s a lot of Endo for not a whole lot of ‘work’.
You can do up to 17 waves per ground-mission before you have to extract, which takes a good group about 25 minutes, and every time I take two to three thousand Endo home with me. That’s huge.
Those relics I mentioned are great too. Even if their loot tables don’t contain Prime blueprints that I want, one can never have enough Ducats (another important currency), which they can be sold for.
There are even more drops and currencies that these missions yield, like sentient cores and lots of Focus, but suffice it to say it’s very worth it for me to do them.
The gameplay, like I said, is ok in my opinion. I’ve heard people dub the ground-mission a ‘glorified mobile defense mission’ (a mission type that’s been very long in the game and thus nothing new), and there’s some truth to that. No one needs to carry an item around though, which is a big plus in my book. And, well, you basically shoot and hack and slash until everything’s dead, then you move on. If you don’t like that gameplay loop, well, Warframe isn’t really the game for you, is it?
There’s also a space mission, which I haven’t done yet. The event’s big and advertised novelty is that the ground-squads need to cooperate with the space-squads to get things done. In practice you don’t really notice it much though. There are on-screen messages informing you that you’ve done your thing and that player xy’s squad can now do their thing, but that’s about it. Since I’m not in a clan I’m quite fine with that to be honest. The thought of having to somehow coordinate two pick-up groups of four makes me shudder. I can really do without that kind of stuff.
So, let’s draw a bottom line. Is Operation: Scarlet Spear the best thing since sliced bread? No, it’s not. To me it’s definitely fun enough to play a round or two a day though, and the rewards are huge at my current point of progression.
If you play the game and don’t consider yourself to be a have-it-all, done-it-all-player I highly recommend not listening to the naysayers and giving the event a try. It runs until April 28th.
This badass-looking gal is Mesa Prime, my very first self-farmed and -built Prime frame.
Yep, I’m indeed back to Warframe. The release of ArcheAge Unchained in October pulled me away for a while, but a couple weeks ago I started to feel the urge for more action and a faster pace in my gaming diet again, so here we are.
I’m still playing ArcheAge though, as well as EVE Online. It seems like I’ve finally given up on finding The One Game to devote every bit of my gaming time to for long stretches, and I’m slowly starting to realize that that’s actually a good thing. I don’t miss out on quite so many great games that way, it keeps things fresh and prevents burning out on any one game (which happened to me more than once in the past).
I think I actually was relatively close to burning out on Warframe before I took that break, mainly because I’d hit a brick wall of difficulty that I seemingly couldn’t get past. Yet in the relatively short time I’ve been playing again I’ve progressed so much in so many ways that it’s kind of hard to fathom what kept me from doing so before.
Maybe the hiatus has helped me get a fresh perspective on things, because I changed my approach to play the game in two ways without really thinking about it.
One, I’m way less reluctant to spend my resources. For example, there are so many different mods in Warframe that you can’t possibly rank them all up to the maximum right away, so you have to prioritize. Whenever I have difficulties to make such a decision I often choose not to decide at all because I’m afraid I might regret it later. Hence I was playing with sub-par mods while having about 25k Endo lying around unused for quite a while, which obviously held me back power-wise. I’ve now spent a good chunk of that and things look vastly different.
Two, I use co-op matchmaking more often.
The first time I played with a group last year was a quite surreal experience. Those other players seemed to be playing a wholly different game than me. They were moving so fast and all mobs dropped dead instantly, before I even knew what was going on the UI informed me that the mission was done and three other players were already waiting for me at the extraction point. What the heck?
I very much like to play at my own pace, and I certainly don’t like the feeling of being carried, so I chose to play mainly solo from then on. Save for some exceptions the game’s much easier with a group though, and now that I’ve amped up my gear and have some more experience I can group up without feeling like the proverbial fifth wheel anymore. Well, sometimes anyway.
Which brings me back to Mesa Prime. Not long ago getting my hands on any kind of Prime equipment through normal gameplay seemed very unrealistic to me. The necessary blueprints for a Prime item – usually three for its sub-components and one for the finished thing – have to be farmed via the relic system, meaning that you have to repeatedly run relatively high level missions for at least one or two of them.
Not only is this much easier with a group, you can even choose between your own relic’s reward and that of any one of your teammates at the end of the mission, which drastically increases the chances of getting something good.
So after I’d run a bunch of those with the group finder’s help I took stock of my spoils and noticed that I already had three out of four blueprints for Mesa Prime. Of course I immediately consulted the game’s excellent wiki about from which relic to get the last one and concentrated my efforts on that. I ran out of the relic in question without getting the blueprint, but fortunately a couple of runs later another random team member used that same relic and hit the jackpot.
So I built the components, then the frame itself. I even coughed up some platinum to cut down the last step’s 72 hours-long waiting period because I couldn’t wait to try her out. And try her out I did.
Her gunslinger-like looks aren’t deceiving as she’s all about shooting at stuff with pistols, and she’s faster than her own shadow indeed.
Her passive increases her fire rate while dual-wielding two pistols or her reload speed when using a single one. Her active abilities all fit the theme one way or another as well.
Ability 1 sounds good for killing especially tanky monsters or bosses. In practice I don’t feel it’s necessary though, and I’d rather spend my energy for the other three.
2 and 3 are both really great, and I try to have them running at all times. A permanent damage boost and near-invincibility against ranged attacks? I’ll take it! To accommodate for that I have modded her for as much additional ability duration as I can. (Shooting Gallery’s description doesn’t actually say that the damage boost also applies to myself, but the wiki and several guides insist that it does)
As with most frames ability number 4 is basically her ‘ultimate’, and boy does it feel like one. When you activate Peacemaker she holsters all other weapons, pulls out her Regulator Prime pistols and basically becomes a stationary gun turret. It looks a bit like McCree’s Deadeye (an Overwatch hero’s ultimate), but instead of firing only one bullet at each target you can hold down the left mouse button and spew an endless stream of lead.
No need to reload, no need to cool off, she just keeps on shooting as long as there’s stuff to hit and her energy doesn’t run out. She mows down everything in sight in no time though, so I never ran into that problem until now.
Although she uses her Regulator pistols only in conjunction with Peacemaker they are a distinct weapon that can (and should) be modded independently, which is where some of my excess Endo went.
She’s really fun to play and also quite strong. When I feel dishing out lots of damage at range would be beneficial for a specific mission I know which frame I’ll choose from now on.
So that’s where I’m at right now. There’s so much to do in Warframe and so many different ways to play, it’s astounding. I’ll take my time and just enjoy the ride though.
That being said, we’ll have a week and a half off starting next Monday and would have made a trip to Iceland, had COVID-19 not drastically changed our (and everyone else’s) plans. So I see a lot of additional time for playing games on the horizon.
Meet Warframe’s Octavia, the most unique and fun class I’ve had the pleasure to play in any video game ever. This may sound like hyperbole, but I’m serious.
After finishing the great Octavia’s Anthem quest I set my mind on farming the three required blueprints to actually build this frame. With a bit of luck I’d already managed to do so by Tuesday, but since building frame components takes 12 hours and a frame proper three days it wasn’t until late Saturday that I could finally take her out for a spin.
As the quest strongly suggests she’s all about music. Her abilities’ descriptions confirm as much:
To make it easier to tell them apart and also stay within established Warframe-lingo I’ll just call them by numbers, so 1 is Mallet, 2 is Resonator, 3 is Metronome and 4 is Amp.
So what does all this actually look and sound like? Let’s see.
Your 1 drops a little ball to where you’re aiming. It’s indestructible and stays there until its duration expires or you recast it elsewhere. Enemies within its range (depicted by a pulsating sound wave as seen here behind me) attack it and have their damage reflected back to them. This is doubly great because not only does it draw enemy fire away from you, it kills even the strongest foes with ease as it’s their own damage that kills them, not yours. I assume this doesn’t work on bosses though.
In terms of music and visuals it emanates a drum beat, and those volume bars coming out of the ability’s center point pump rhythmically to it.
The 2 by itself is nothing to write home about. This ball just rolls around seemingly at random and makes enemies run after it. It plays a bass line, other than that it’s not of much use like this. Combine it with 1 though…
Cast 1 then 2, and the beat latches onto the ball. Disco ball for the win! Now it makes the baddies follow and shoot it, thus killing themselves, and covers a larger area since it’s moving. This might not always be desired as it sometimes leaves your immediate vicinity before all foes are dead, but it works great for clearing out a level in front of you while you’re still looting or scanning stuff. The drum beat and bass line play in unison when doing this.
The 3 plays the song’s melody. It isn’t screenshot-worthy because it just makes some lines appear on the ground moving towards you, one for each note. This is supposed to help you find your rhythm, because you indeed have to crouch, jump, fire or melee to the beat (to the melody, to be precise) in order to activate the various buffs. It’s very worth it to do so; who doesn’t like to have speed and damage buffs running while being invisible at the same time?
The 4 does exactly what it says in the discription. It gives your team and your 1 a damage buff, and the louder it is around you the stronger the buff. Shooting and slashing do count into it (I think), but to get the most out of it just activate all of Octavia’s abilities at once and enjoy the show.
Let me tell you, if you have any love for music this is pure joy. When I play this frame my face starts to hurt quickly because I’m grinning the whole time.
It also changes the way the game is played quite a bit. I imagine that if you can make her abilities strong enough you actually don’t need to bring a gun to most missions anymore. Of the frames I have at my disposal right now she’s arguably the strongest by quite a margin.
But this ain’t everything yet. No, I’ve saved the best bit for last.
A couple of times now I’ve mentioned “the song”. It’s the music you hear during Octavia’s Anthem, and it’s quite nice. But this is only the default song the mandachord, Octavia’s instrument, can play. You can actually compose your own!
Holy crap, so Digital Extremes release a new frame (in 2017 that is), and not only do they give her a really great set of abilities and unique way to play, they also give us this? For free? In my opinion this is above and beyond what a good F2P title can do for its players. Thank you DE, and take note everyone else!
Anyway, as you can see the notes you can scribe are divided into three categories for your abilities. Your 1 has three different notes (bass drum, snare or clap, hi-hat), while your 2 and 3 get five notes each. Unfortunately this means that you can’t use the full musical scale. For bass line and melody the notes you can use are D, F, G, A and C, from low to high, so just short of one octave in range (ironic, what with her name being Octavia and all). The game doesn’t tell you this, by the way, I had to figure it out myself. You also can’t change the tempo (about 115 BPM), the meter (4/4) and the song length (four bars) after which it repeats.
This means that you can’t compose or replicate just any song (like I had so much fun and success with in APB Reloaded), at least not perfectly. But as it turns out many known, catchy tunes are indeed so simple that you can make it work.
As a big football fan my first idea, for example, was of course Zombie Nation’s Kernkraft 400 (the part you’ll probably rercognize starts at 0:41).
Except for one note I was able to recreate this pretty well I think. I obviously chose a passage with beat and everything, namely the four bars starting at 1:29. Now I get to hear “my” football hymn whenever the Rolling Disco Ball of Death shreds everything. The mandachord-screenshot above shows the first bar and a bit of the second, but if you play the game and would like to have the whole thing just send a whisper to Mailvaltar.
For it to sound just right I bought a couple of additional instruments for platinum though, so I guess it’s technically not quite correct that they gave us everything related to Octavia for free. However 50 platinum for a set of instruments (one drums, one bass and one melody) isn’t all that much, and I was more than happy to give DE a bit of support for this truly awesome frame (and game).
Now, if you dislike looter shooters in general this probably isn’t enough to make you like Warframe – especially as it takes a good while to unlock her – but if you do like this kind of game and also love music you really owe it to yourself to experience this.
Warframe continues to amaze me on a daily basis. There’s so much to do and see, it boggles the mind.
Up there you see me on my hoverboard, cruising the mountaintops of Orb Vallis. I’m still getting the hang of riding it, but it’s a lot of fun and also blazingly fast compared to traveling on foot. This is ‘only’ the vanilla version of it too; in time I’ll build my own one, custom stats and all.
Disclaimer: from here on out there will be spoilers if you haven’t finished The Second Dream and subsequent quests yet, as well as some other story bits, so be warned.
Still here? Ok then.
When you go down one of the ramps right behind the arsenal in your orbiter there’s a corridor leading to three doors, all of which are locked initially. By now I’ve managed to open them all.
A couple of days after I’d played some missions teamed up with strangers I noticed some kind of cyst growing on one of my warframes’ neck. Turns out there’s a virus going ’round, and someone had infected me with it. It’s fully grown one week after the infection, and then the frame in question can enter this room. As of now the only function available here seems to be to cure the frame, but Ordis says that this entity, known as Helminth, serves the warframes and the ship, so there might be more upcoming.
Instead of curing the infection one can use the ship’s incubator unit to drain the cyst (yuck!) and grow a special kind of Kubrow (= doggo) from it, so choose wisely.
This is the last part of the Octavia’s Anthem quest, which is all about music. Naturally I loved it, although the finale is pretty heavy on the jumping-puzzles, so you better limber up before going in. Unfortunately the quest doesn’t gave me access to the finished Octavia frame as I’d hoped, I only got its blueprint. Getting all blueprints for the subcomponents will take another while.
Moving on to the big story quests and the remaining doors.
When starting out in Warframe the player doesn’t know much about what a Tenno actually is. Where did they come from, what’s the source of their powers, why do they even exist?
The Second Dream and The War Within delve into that and answer some of those questions. I won’t spoil the stories and revelations in detail, but suffice it to say at the end of The Second Dream I at least had a pretty good idea about who’s inside of my frames…because I had to actually create him (or her, if you so choose).
From that point on every frame has a fifth ability, which makes the operator (he still has no name) leave the frame for a couple of seconds and shoot a big fricking laser beam at his foes.
He “lives” in the second of the three eponymous orbiter-rooms, and his appearance, equipment as well as a whole new progression system of active and passive skills are managed here.
During The War Within he learns more about his past and how to control his powers, making him capable of leaving the frame indefinitely and fight with some powers of his own.
In my opinion these quests as a whole are very well done. The end of TWW was also a pretty strong emotional moment, storywise as well as visually and audibly.
One of its rewards is access to the third and final room, which is the operator’s personal quarters. As I’ve talked about before you can place decorations anywhere in the orbiter, but this room is designed specifically to make it your own and feel at home.
It’s not huge, but pretty nice. There’s a large pedestal in the middle to install another, bigger aquarium, or one of several vignettes depicting the various planets. I’m using the Plains of Eidolon, mainly because it’s accompanied by very soothing outdoor sounds.
I haven’t played around much with the room yet, but I intend to knock myself out and make it into something special over time.
The first item on the agenda was getting some fish for the aquarium of course. So I grabbed my fishing spear and off to the Plains of Eidolon I went.
The room also provides a jukebox of sorts, the somachord. Actually using it is unlocked by completing the Octavia’s Anthem quest mentioned above.
Nothing’s easy in Warframe though, so I have to find and scan some more fragments to unlock songs before I can actually use it. That’s fine by me however, because I intend to play the game for a good long while yet.
Whether I play MMORPGs, ARPGs or Looter Shooters, I like having goals to work towards. A mix of both short-term and long-term ones works best for me.
Especially the latter two genres need such goals to keep me engaged because, let’s face it, the gameplay loop these games provide stays pretty much the same no matter how long you play them. Not that I mind, if I didn’t like those kinds of gameplay I wouldn’t play them to begin with. Still, having no carrot dangling in front of me makes me less inclined to log in sooner rather than later.
There seem to be two kinds of design philosophy regarding how players can work towards such goals.
The first one is a system of total randomness. All we can do here is play the game to the best of our abilities, because doing any specific thing doesn’t increase – or decrease – the chances of achieving our respective goal. Path of Exile is a good example of this. Any mob can drop every existing item up to its level, so it doesn’t matter in the slightest which mobs you kill as long as they’re strong enough. The only way to increase your chances of getting a certain unique item, for example, is killing more mobs in less time.
The upside of this is that you can opt out of doing stuff you don’t like to do. Hate a particular map? Run it only once, then never again. There is not a single item in the game that drops only there. In theory this also provides for more gameplay variety since you don’t feel compelled to kill the same boss over and over to maximize your chances of getting what you want.
In my opinion this is a pretty big downside at the same time though because, whatever you do, the chances of getting the exact item you want are abysmally low. Hence, if you’d like to play a build that needs a couple specific uniques to make it work you pretty much have to trade with other players, which of course feels much less rewarding than finding the stuff yourself. Also, playing the game only rarely feels like working towards a specific goal, because, well, you just can’t. I love PoE, but if I could change one thing it’d probably be this.
Warframe marks the exact opposite of the spectrum: to accomplish specific goals you have to do very specific things.
Frames are the best example. For each frame you need its blueprint, which you can just buy for credits at any time, and three manufactured components. Those require various crafting resources and also the corresponding blueprints. A quick research revealed that, for most frames, the latter are all dropped by planet-bosses. What surprised me a bit is the fact that every boss has its own associated frame which it drops all three blueprints for. For example, all component-blueprints for the Rhino frame, which I wanted to unlock first, are exclusively dropped by – wait for it – Jackal. Oh my…
I’d already gotten one of the three blueprints when I beat him the first time though, so all I needed were the other two. Shouldn’t be too hard, right? Well, randomness is random, and I needed to run the mission another 18 times until the third and last blueprint finally decided to drop.
Fortunately I knew by then how to beat the guy quickly, so the bossfight itself wasn’t too big of a nuisance anymore, and you know what? I didn’t mind running the same mission over and over, because, as I said in the beginning, the gameplay loop is always the same anyway. I kill stuff and loot all the things while running towards the objective, then I fulfill that and move to extraction. Rinse and repeat.
Would the gameplay be more varied if those blueprints could drop anywhere? Possibly. But I’d definitely feel much less purposeful while playing, and chances are I still wouldn’t have completed my Rhino yet – which I love, by the way, in case you haven’t noticed.
Lakisa is also playing Warframe now, so naturally we did it all again to unlock Rhino for her too. Once more it took quite a lot of runs, and I still didn’t mind at all.
So yeah, if given the choice I’d always favour a system that lets me work towards my goals in a target-oriented way. It might result in a somewhat monotonous, maybe even tedious playstyle for a while, but I’m much more motivated when I have a specific purpose, and I also love achieving those goals myself instead of just trading for the stuff I want.
And just like that another month of August is almost over again. Time flies if you’re having fun, as the saying goes.
Counting this one I made it to 15 posts this time around. Quite a step backwards from last year’s 31, but since I wasn’t sure if I’d even manage to pen this many I’m pretty happy nonetheless.
From the second week onwards all I’ve been talking about is Warframe, and I expect that trend to continue for a while because I’m still having loads of fun. Since we’ve just returned from our vacation I didn’t have time to check out my new frames yet, which I’ll do right after finishing this post.
Or maybe not. Turns out I was wrong when I predicted it might take the folks at Digital Extremes a good while to introduce a playable version of the shawzin. In fact they’ve just released a meaty content update that already delivered it to us, alongside other goodies like a brand new frame, new weapons etc.
I’ve only tested it for like two minutes, but I dig it a lot. It sounds like a shamisen, which of course fits the game’s space-ninja theme perfectly. You can either strum about freely or try to record whole songs. There are also some pre-built songs you can play along to.
It’s activated via an emote, which I had at my disposal right away since I’d already bought the decoration before. Nice! They’ve also released some colour variations, according to its description one of them even sounds differently. I’ll wait for a video of it to pop up before buying though.
Apart from playing Warframe I also look forward to reading all those posts my fellow bloggers have undoubtedly written during the final stretch of Blaugust. I guess there are at least a hundred new pieces that I very much want to read, not counting the catching up I have to do over at Massively OP.
First I’d like to once more say thank you to all mentors and participants of Blaugust, and of course to our host Belghast. It’s been a blast just like last year, and I hope I’ll be reading all your blogs for a long time to come. Also a big welcome to everyone who’s started just now. I think you’ll find that this is a great community all year round. I know I’m happy to be a part of it. Cheers!
Warframe players learn very early on that their Tenno can move in ways most other games’ characters cannot. Whichever frame you use, double jumping, barrel rolling and running alongside walls are all part of your standard repertoire.
So I guess it’s no surprise that the folks at Digital Extremes have devised some missions that focus more on movement than fighting. I just wouldn’t have expected them to be quite as…extreme.
After you’ve completed a certain quest-chain a weekly mission that has you hunt for an Ayatan relic becomes available to you. Those are the sculptures I talked about towards the end of this post. So in addition to finding them randomly during missions I can get a guaranteed copy once per week? Hell yeah!
Well, guaranteed if I can beat the mission that is.
The first time around I made the ‘mistake’ to play through the mission in my normal explore everything and grab anything you find kind of way. During normal missions this suits me well because it ensures that I always have crafting mats in abundance, and it’s also the most fun to me. This takes considerably longer than rushing through of course, but if you complete the mission all those extra rewards make it worth it. Again, if.
Once you arrive at the first waypoint the real fun begins. Depending on which mission you got the parcours part starts by stepping onto a pressure plate on the ground or just by passing a certain point in the room (I think). Then two things happen in rapid succession. One: a door opens for a couple of seconds. If you don’t go through in time you don’t go at all and the missions ends right then and there. This is what happened to me on my first try. Two: as soon as you pass that door a timer starts running. Usually a very short timer. The longest I’ve seen as of yet was one minute. Fail to reach the parcour’s end before time runs out and…well, you already know the answer.
The next couple of tries didn’t end well either. When you rush straight to the parcour and ignore everything else it doesn’t take long, but wouldn’t you know it, you get a different one each time, so I couldn’t even figure out how to get through by trial and error all that well. So I looked for some help.
Looks pretty easy when he does it, right? Well, it’s not, at least not for me. But knowing which way to go was enough to finally make it on the, oh, I don’t know, 12th try or so?
You still have to make it to the extraction point from there, but that’s a cakewalk in comparison.
That was yesterday. Luckily weeklies reset on Monday morning, so I could jump right in again today. Knowing what to expect always makes things easier, but I still needed seven or eight tries.
It may not sound like it, but I really like these missions. They’re challenging, but in a good way. They also make me hone my movement skills, and, needless to say, I really love that the rewards are housing items. Well, you can also sell them for a pretty nice sum of Endo, but I won’t, at least not before I have completed the collection.
I also inserted some of those Ayatan Stars you find all the time into the sculptures’ sockets, which animates them and also adds some lighting.
Can’t wait to get my hands on more of them.
Now I’ve got to go and pack my stuff though – my real stuff this time – as we’re going on vacation tomorrow morning. We’ll only very sporadically have internet-access, so there won’t be any new posts and I probably won’t reply to any comments until August 31st.
Not only will I be immensely rested and relaxed by then, two brand-new frames will also be waiting for me, so I already have something to look forward to. I always like that as it makes vacation coming to an end less disappointing.
Until then have a great time everyone. I look forward to reading up on all the good stuff I’ll have missed.
Your frames and weapons in Warframe each come with a preset range of stats and abilities, so choosing a combination of those is what mostly defines your ‘build’.
However your build’s true power vastly depends on what mods you use.
If this looks like a lot of choice, you ain’t seen nothin’ yet. At the time of this writing there are reportedly over a thousand different mods in the game.
What you see here is the mod-section of my level 27 Excalibur frame. The two bottom rows show all frame-specific mods I currently have at my disposal, the area above is where you slot your mods of choice into. Every piece of equipment has eight regular mod slots, some additionally have one or two for special mods. Frames, for example, have one slot for an Aura mod – I’m using Sprint Boost here – which benefit your whole squad and also increase your frame’s mod capacity.
This capacity, seen in the upper left corner of the mod-screen, is basically a measure of how much mod-power the respective piece of gear can accomodate. The more powerful a mod is the more capacity it needs, so in the beginning you have to choose between filling all your slots with very weak mods, or only using a select few better mods and consequently leaving some slots unused.
No mod is very powerful by default though because they all start at rank 0. To level them up you need to pay ever increasing amounts of credits and a resource named Endo. Since you can’t use the same mod twice stacking multiple low-rank copies of your favourite isn’t an option, so if you want to get stronger there’s no way around ranking them up. A mod’s current and maximum rank are indicated by the little dots at the bottom.
As if all this wasn’t complex enough every mod also has a ‘polarity’, shown in its top right corner. The number tells you how much capacity the mod needs, the symbol shows its polarity. Most pieces of gear have one or more slots that also have a polarity symbol. If you slot a mod with the corresponding polarity into it only half of its base capacity (rounded up) is used. Conversely, if you slot a wrong polarity into such a slot the mod’s capacity use increases by a certain amount.
My personal favourite are damage type mods.
If you upgrade a weapon with only one of these the effect is pretty straightforward. The weapon deals additional damage of the corresponding type.
If you combine them, though, what you get isn’t a bit of X damage and a bit of Y damage. Instead both bonuses add up and result in a whole new damage type. Heat and cold combined, for example, result in ‘blast’ damage.
Thankfully a community member has made a handy chart:
As you can see each damage type has some kind of special effect, so this isn’t just fluff but has actual, potentially huge impact on gameplay.
All the more so as each enemy species has resistances and weaknesses to certain damage types.
Fortunately mods aren’t locked into a piece of gear once you’ve installed them. You can swap them around as often as you like and even use the same mod for every applicable weapon or frame. So adjusting your build for a particularly hard mission is very much possible – and, I assume, at the later stages of the game pretty much mandatory.
Whichever game I play, I’m usually very reluctant to fiddle around with my gear ahead of each mission because, well, I’m lazy. This system is a lot of fun though. When there’s more to it than just numbers going up it’s much more worth the effort in my opinion. I’ve already seen heat damage burn enemies to crisp and cold damage freeze them; I look forward to seeing the other damage types in action.
I’ve not even talked about mod rarities, mod sets, mods with random effects and various other bits yet, but since I’m still only scratching the surface myself I can’t speak from experience about those.
Anyhow, I like this system a lot and can’t wait to see what kind of mods I’ll discover next.