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Make top tier rewards less signifact, but more flashy. Instead of warframe mods - new syndicate specific syandanas. Skins. Sashimonos etc.
Make some sort of reward=difficulty system. Some sort of Expected powerlevel and Actual powerlevel. If you go below Expected level (using weak guns in harder missions) - you get token multiplier.
Quoting Mogamu from in his new video - give veteran players some advantage, tie it with mastery rank. It will give it at least some purpose.
Warframe is a complicated game. It... just is. It's big and it's complicated. New content can't be just plopped in (like Syndicates did), it has to be carefully worked in, so it not only works with game mechanics well, but also players' expectations and abilities. I know a lot of people who just kinda gave up on all this Syndicate farming thing, just getting it passively in hopes that it will be one day filled.
Oh, and, obviously, nerfing frames is not a way to do it. "Panic decision" could be considered deleting a node for some time until you figured out how to make it work. Excalibur is already not the bestest golden guy in town (despite being poster-boy), Mag was powerful in certain missions, but really underpowered in others, Trinity's Energy Vampire's entire purpose was to grant her teammates energy restoration, how it could be considered "energy loophole" is beyond me.
This whole situation happened not because someone found exploit and ... well, exploited it. It happened because the system was flawed from the start.
Viver uses the standard Corpus interception tileset, the same used for Corpus ship defense missions. The map, I believe, is not the real issue even for why it is used for obtaining rep and affinity; the real issue is that players are feeling forced into a situaion where the only ways of getting the 'carrot' are less effecient than just letting the enemies come to be slaughtered. The same basic tactic can be used on any mission type that has infinite enemies and a limited number of close spawn points.
At the end of the day I feel the problems created are by rash decision making from DE not the players. I think that the LoS issue is being used as a red herring of sorts since the map and ability to kill using some of those abilities already existed and did not break the play experience. There will always be another VIver, Loot Cave, or Cow level. The important thing to take away is why are these situations perferrable to the desired play interaction for the player and adjusting game design to pull the game one way or another more in-line with both player and designer expectations.
they could've easily kept it to daily missions only, and quadrupled the current rewards for doing the missions themselves...
and they could require a certain mastery ranking to level the syndicate you're in, that way people with 4 or 5 mastery wont necessarily race ahead of all of the players with 15+ mastery...