Warframe Loot design meh #1

 Many of the problems for the given loot design of Warframe is nothing being consistent or really falling into a territory of, "hey you get x from y place" not even the rarity aspect being an issue or the fact the legendary mods are just more powerful mods, not mechanically changing anything to be interesting other than, "bigger number" no mods that you need nor want of a certain weapon or item dropping for a given area.

However, it is a useful design if you're looking for mod trading or more player to player interactions within the gameplay system.

Many of these systems are designed to make you grind for longer like a slot machine spin but just killing a bunch of enemies for the given combat encounters.

In these instances you are left with a constant cycle of going through the section over and over trying to get what you're looking for.

That is quite standard but these practices are to encourage you to keep grinding and avoid skipping the grind as it were. Mechanically speaking; it's not challenging the player other than the time you spend.

Loot dropping should encourage planning and considering how you're going to use it. As it stands with current loot systems like this you are more or less left to swap out your constant commons for endo or credits.

Which in turn causes the loot to lose value and meaning since it's just a means to an end rather than changing how you approach or think about your build.

It outright punishes thinking and encourages dropping the weaker mod and moving on. Loot you get has no meaningful value; outside of the Warframes and weapon blue prints.

However; having boring loot to counteract the more fun and rewarding loot makes it more addictive, not fun. It's closer to a rat slapping the button over and over randomly getting rewards rather than careful meaningful planning.

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