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Warframe, why is returning to raids impossible? Analyzing the developer's true feelingsAnalyzing the developer's candid response regarding the possibility of returning raid content in Warframe. We delve into the fundamental reasons why returning raids is difficult, as well as how the current tendencies of the Warframe community impact the introduction of challenging content in the game.
1. 🎮 Raid Return, Realistically Difficult Reasons: Balance Issues and Development Costs
· The developer (Pablo) emphasizes the need for game balance adjustments as a reason why returning raids is difficult.
· Balance adjustments require significant time and effort, which directly leads to increased development costs.
· The current developer (DE) tends to avoid investments that carry the same level of risk as in the past.
· From a financial perspective, returning raids is deemed to have a low return on investment.
· Therefore, the developer believes it is more efficient to focus on smaller-scale content modifications.
· Balance adjustments require significant time and effort, which directly leads to increased development costs.
· The current developer (DE) tends to avoid investments that carry the same level of risk as in the past.
· From a financial perspective, returning raids is deemed to have a low return on investment.
· Therefore, the developer believes it is more efficient to focus on smaller-scale content modifications.
00:00 - 01:33
1. 🎮 Raid Return, Realistically Difficult Reasons: Balance Issues and Development Costs
· The developer (Pablo) emphasizes the need for game balance adjustments as a reason why returning raids is difficult.
· Balance adjustments require significant time and effort, which directly leads to increased development costs.
· The current developer (DE) tends to avoid investments that carry the same level of risk as in the past.
· From a financial perspective, returning raids is deemed to have a low return on investment.
· Therefore, the developer believes it is more efficient to focus on smaller-scale content modifications.
· Balance adjustments require significant time and effort, which directly leads to increased development costs.
· The current developer (DE) tends to avoid investments that carry the same level of risk as in the past.
· From a financial perspective, returning raids is deemed to have a low return on investment.
· Therefore, the developer believes it is more efficient to focus on smaller-scale content modifications.
01:37 - 03:19
2. 📜 Problems with Past Raids (Trials): Bugs, Entry Barriers, and Inefficient Strategies
· 'Trials,' which were Warframe's past raid content, had low participation rates.
· Trials had the inconvenience of requiring players to craft entry tickets, and there were issues where tickets were consumed or re-entry was impossible due to bugs.
· Furthermore, high entry barriers existed, such as unlocking the Operator and crafting energy pads.
· The strategy primarily relied on crowd control using specific skills (e.g., Trinity's EV, Vauban's Bastille) rather than defeating enemies, which was an inefficient method.
· Ultimately, the simple structure of just defeating the final boss and ending provided little enjoyment.
· Trials had the inconvenience of requiring players to craft entry tickets, and there were issues where tickets were consumed or re-entry was impossible due to bugs.
· Furthermore, high entry barriers existed, such as unlocking the Operator and crafting energy pads.
· The strategy primarily relied on crowd control using specific skills (e.g., Trinity's EV, Vauban's Bastille) rather than defeating enemies, which was an inefficient method.
· Ultimately, the simple structure of just defeating the final boss and ending provided little enjoyment.
03:20 - 04:26
3. 👥 Warframe Player Tendencies: Lack of Teamwork and Pursuit of Efficiency
· Many Warframe players tend to avoid cooperating in teams.
· They prioritize personal convenience and playing according to the meta, rather than fulfilling necessary roles for the team.
· This is similar to the 'gatekeeping' phenomenon often seen in MMO games and reflects the mentality of players who want to minimize time wastage and obtain rewards quickly.
· These player tendencies make it difficult to successfully introduce content that heavily relies on teamwork and role distribution, such as raids.
· They prioritize personal convenience and playing according to the meta, rather than fulfilling necessary roles for the team.
· This is similar to the 'gatekeeping' phenomenon often seen in MMO games and reflects the mentality of players who want to minimize time wastage and obtain rewards quickly.
· These player tendencies make it difficult to successfully introduce content that heavily relies on teamwork and role distribution, such as raids.
04:27 - 06:29
4. ❓ Community Reaction to Challenging Content: The 'Easy Game' Preference
· The Warframe community often reacts negatively to challenging content.
· Players tend to prefer 'easy games' within the game and express complaints or dissatisfaction even with slight difficulty.
· This leads to criticism of a game environment where only 'participation rewards' are given, pointing out the lack of systems that provide a sense of competition and achievement.
· Players tend to prefer 'easy games' within the game and express complaints or dissatisfaction even with slight difficulty.
· This leads to criticism of a game environment where only 'participation rewards' are given, pointing out the lack of systems that provide a sense of competition and achievement.
06:30 - 07:54
5. 🏆 Reward System Issues: 'Participation Rewards' and Decreased Motivation
· If rewards are limited solely to cosmetic items, it's difficult to stimulate players' motivation to take on challenges.
· Providing only 'participation rewards' is disrespectful to the game and fails to give players a sense of accomplishment.
· In the past, competitive systems like leaderboards existed, but these elements are currently lacking.
· Players play games for fun, but at the same time, they want to gain a sense of achievement through the challenging content the game offers.
· Providing only 'participation rewards' is disrespectful to the game and fails to give players a sense of accomplishment.
· In the past, competitive systems like leaderboards existed, but these elements are currently lacking.
· Players play games for fun, but at the same time, they want to gain a sense of achievement through the challenging content the game offers.
07:55 - 08:41
6. 🧩 Limitations of Puzzle-Based Content: Repetitiveness and Lack of Depth
· Introducing puzzle-based content instead of raids could be considered.
· However, puzzles have the disadvantage of quickly becoming boring with repeated play and lacking depth.
· This is similar to the simple puzzle mechanics seen in games like 'Genshin Impact' and doesn't align with Warframe's deep combat system.
· However, puzzles have the disadvantage of quickly becoming boring with repeated play and lacking depth.
· This is similar to the simple puzzle mechanics seen in games like 'Genshin Impact' and doesn't align with Warframe's deep combat system.
08:42 - 09:49
7. 🔄 'Void Storm' Content Analysis: Imbalance Between Challenge and Reward
· Content like 'Void Storm' attempted to include challenging elements, but there were issues with how rewards were obtained.
· It made obtaining rewards difficult by forcing players to use specific weapons or Warframes they might not already own or be reluctant to use.
· This factor diminishes the satisfaction players feel from the rewards they earn through their efforts.
· It made obtaining rewards difficult by forcing players to use specific weapons or Warframes they might not already own or be reluctant to use.
· This factor diminishes the satisfaction players feel from the rewards they earn through their efforts.
09:50 - 10:35
8. ⚖️ Warframe's Strengths and Raid Mismatch: Power Fantasy vs. Challenge Conflict
· Warframe's core strength lies in the 'power fantasy,' the thrill of using powerful abilities.
· However, extremely difficult challenging content like raids can conflict with this power fantasy.
· Raids without challenge are merely regular missions with many players, which can lead to player dissatisfaction.
· However, extremely difficult challenging content like raids can conflict with this power fantasy.
· Raids without challenge are merely regular missions with many players, which can lead to player dissatisfaction.
10:36 - 11:06
9. 🗣️ Conclusion: Player Complaints and Developer's Stance
· The developer is aware that players complain about content difficulty.
· The developer tries to improve content by reflecting these player feedbacks, but at the same time faces the challenge of maintaining the game's core fun and balance.
· Ultimately, this suggests that returning raids in Warframe is a very difficult task considering the current game environment and player tendencies.
· The developer tries to improve content by reflecting these player feedbacks, but at the same time faces the challenge of maintaining the game's core fun and balance.
· Ultimately, this suggests that returning raids in Warframe is a very difficult task considering the current game environment and player tendencies.
