“Ninjas Play Free” — The tagline boasted at the end of the Warframe cinematic trailer invokes a sense of eastern allure with a promise of ninja-like gameplay with the powerful characters shown in the cinematic footage of warframes on the battlefield. The mastery of martial arts and powerful abilities is prominent in the design of the game, though it does not take long to realize that there is very little offered in regards to the stealth component of being a ninja in Warframe. Over the years, Digital Extremes has made several improvements and adjustments to stealth gameplay, but ultimately it is an underwhelming aspect of gameplay which is quickly ignored in favor of more brute force tactics.
To be clear, stealth is not the at the core of Warframe‘s design and has always been more of an alternative method of gameplay. Gameplay is heavily focused on a mix of mission objectives and one-versus-many combat whereas stealth games typically focus on bypassing combat entirely in favor of focusing on a singular objective or target to strike down. With the exception of the reworked Rescue and Spy missions, players are still able to complete any mission in Warframe regardless of if enemies have become alert to your presence or not whereas in a stealth-oriented game your detection is closely tied to mission success or failure. For a more stealth-focused game, I would recommend looking into the Hitman series, Dishonored series, or the Metal Gear series. Stealth games are typically designed for solo play, though there are multiplayer games which employ stealth-like mechanics as well.
History of Stealth in Warframe
Stealth gameplay started off as a neat side bonus for somewhat immersive experiences in Warframe. Whenever beginning a non-endless mission type, your characters would arrive to the scene undetected by enemy forces and could try to weave through their forces before being assaulted. Once detected by any enemy, all currently spawned enemies would become immediately aware of your location and track you down with a keen sense of your every move. Additionally, enemies could create a level-wide alert state by activating alarms or even trigger a lockdown to trap you in a room.
Just in time for the launch of the Open Beta, changes were made to improve the way enemy alert states were handled in Update 7 to improve the viability of stealth gameplay. Players now gained the ability to use their melee weapons to perform stealth attacks on enemies unaware of their presence.This was the first incarnation of stealth finisher attacks and included new animations for melee weapons to go with it. Several updates and hotfixes include adjustments and additions to the stealth finisher system including new animations for weapon classifications and new interactions with certain enemy types, though for the most part stealth gameplay was more of a neat addition rather than core gameplay element.
Each faction had their own set of challenges to overcome in regards to stealth gameplay as well. The Grineer and Corpus would usually begin unaware of your presence, but once alerted they would remain in an alert state until all spawned enemies were eliminated. They could also activate a panic button to trigger the alarms and it was not until Update 12.4 that players would be able to revert the alarms to the original neutral state of a mission by hacking a terminal. The Infested faction would begin in an unaware state, but once detected by any of these units the entire mission would be filled with alert enemies which would hunt you down. The Corrupted faction residing in the Void Towers would generally spawn in an alert state and begin hunting down the players immediately.
Update 13.2 introduced Specters of Liberty and with it a reworked Rescue mission dubbed “Rescue 2.0” in which stealth gameplay was rewarded. The new enemy Warden units who guarded the prisons could activate alarms and an execution sequence which would terminate the rescue target. Players could either stealthily navigate the prison to rescue the target undetected or attempt to kill all Warden units before they could activate the alarms (stealthily or otherwise). The event rewarded an extra point to those who killed all of the Wardens in the prison and stealth was the safest option for most players to achieve that point. This would later be adapted into an Affinity bonus granted for stealthily rescuing the target and another bonus for defeating all Wardens. Between Update 13 and Update 14, several minor changes were also made with stealth gameplay in mind such as creating new alternative paths in existing tile design to allow for stealthy approaches and some other quality of life improvements such as changing the color of a Panic Button when you wanted to bypass a lockdown or disable enemy alarms.
Stealth gameplay received several significant improvements with the arrival of Update 15.13 and the reworked “Spy 2.0” missions in the form of new gameplay incentives. For every stealth kill performed (not just melee finishers) the player receives a multiplier for Affinity gains up to 5x for melee weapons and 2x for ranged weapons. Finisher damage for melee stealth attacks would now scale with weapon rank and enemy level up to an 8x multiplier for the damage dealt. Lastly, the new Spy missions would require players to stealthily navigate through the vaults in order to complete the mission. If detected, a timer would start and render the vault inaccessible, potentially failing the mission. Though it was still possible to complete a vault after being detected, the mission would become more challenging as a result of each failure. Potentially a Spy mission would end with an Exterminate objective if enough vaults alarms were triggered. However, the alert state of enemies outside of the vaults did not influence the alert state inside of the vaults.
Originally just a side-system with little-to-no incentive to play stealthily, the system had received several significant changes which incentivized stealth gameplay. Affinity gains from solo stealth gameplay could rival that of the popularized brute force squads, though far more niche in use. You could not necessarily rank up your own equipment from Rank 0 to Rank 30 through chaining kills due to the way the modding system worked at a time, but it did provide useful benefits once you did have a few mods or could get some capacity (such as from Melee Stance Mods or warframe Aura Mods). It could even be a useful source of generating Syndicate Standing which has a daily requirement for Affinity. However, just as Syndicate Standing farming on Viver had been the catalyst Digital Extremes to address the Area of Effect ability meta, the Focus System would become the catalyst of change for stealth gameplay.
Update 18 introduced the Focus System; a new progression track which piggybacked off of the Affinity system similarly to how Syndicate Standing worked, but required more demanding amounts of Affinity. Focus could only be generated with Rank 30 equipment with a Focus Lens installed on it and only if the player was the one who dealt the killing blow to an enemy. Playing in a group was not an option because you would be competing for kills rather than cooperating to complete a mission. You can read more about the issues plaguing the Focus System in an earlier editorial I wrote here on TCN: “The Failures of Focus” — There have not been any changes made to the Focus System since that article was written as of the time of this article being published. So what does this have to do with stealth gameplay? Playing in a squad was not a viable option and instead players turned to solo stealth missions to generate Focus by utilizing the Affinity multiplier introduced in Update 15.13.
Digital Extremes responded faster than they had to the emergence of Viver with the Syndicates and quickly made changes to slow down the rate at which players were generating Affinity via stealth gameplay:
- Hotfix 18.0.4: Enemies slain within 5 seconds of spawning will no longer count towards stealth kills.
- Hotfix 18.0.6: Enemies in Sabotage and Exterminate Sortie Missions will start the Mission in alert.
- Update 18.1 (Undocumented): Enemies killed now alert other enemies in range.
- Hotfix 18.1.3: NPCs no longer alert all teammates when fighting a player. Their proximity alert now has a limited range and will not go beyond closed doors.
In short, the developers negated ways to kill high quantities of enemies without alerting other enemies nearby, cutting into the effectiveness of acquiring and building a stealth multiplier for Affinity. You could no longer hop on a warframe with invisibility mechanics and cleave through a room without being detected. It also made stealth gameplay for those not engaging in the invisible mass killing strategy much more difficult as a result. It was no longer possible to stealthily execute a single enemy in a patrol as now the others would immediately notice when one was attacked or killed.
The changes did improve immersive aspects of gameplay, but at the cost of functionality for the rewarding aspects of stealth gameplay. Players could still work around this by employing a small-scale AoE meta with long range cleaving weapons such as the Orthos Prime or silenced Tonkor which would kill all enemies simultaneously and thus solve the problem of a corpse alerting those nearby in most cases. However, performing a melee stealth finisher could be damning as the special attack was much slower and re-positioned you and the enemy in potentially compromising ways.
It was not all bad news, though. For example, at some point (in an undocumented change) the minimap was improved to show information about enemy alert states: A hollow triangle point to the direction the enemy was facing, an outlined triangle represented alert but not aware of your presence, and a filled triangle showed when an enemy was fully alert. Several other adjustments have been in the time since the addition of Convergence (which addressed the solo farming necessity for Focus) and the current live version of Warframe:
- Update 18.5: Enemies in The Void now spawn in an unaware state until they either see you or an objective is triggered.
- Update 18.5 (Undocumented): Enemies will no longer continuously spawn on tiles where they were stealthily killed. Was later documented in Hotfix 18.5.4.
- The Silver Grove Hotfix #2: The radial burst from Syndicate weapons and mods is now silent and won’t alert enemies.
- Update 19: Radial Shared Affinity no longer includes a stealth multiplier (if active).
- Hotfix 19.4.2: Changed Nullifier Bubbles to be deactivated when they aren’t alert.
- Hotfix 19.6.3: Enemies no longer receive a mental perception of an attacker, but rather mental perception of the source object. This causes them to play a reaction and become alert, but not have any extra information about the player. Enemies that are shot with projectiles that are silent and/or without a sound effect will now report a visual perception (rather than doing nothing). Previously enemies knew the exact location of their attacker when taking damage, regardless of the source.
- Hotfix 19.7.1: Fixed enemies seeing and reacting to invisible corpses. This issue was most noticeable in stealth challenges which caused them to auto fail on occasion.
Benefits of Stealth Gameplay
Ultimately, there are only three benefits to stealth in Warframe: (1) Bypass combat and risk of death by avoiding enemies, (2) increased damage converted to Finisher Damage (ignores defenses) on melee stealth finishers, and (3) the aforementioned Affinity multiplier for consecutive stealth kills. Any warframe can play stealthily, though your weapon selection and modding choices can influence the practicality of stealth gameplay. For example: Bows and Crossbows are silent, but the physical projectile can alert enemies to your presence. Sniper rifles are alarming, but can be silenced with a mod (or some abilities).
Abilities which grant Invisibility such as Loki’s Invisibility or Ash’s Smoke Screen greatly benefit stealth gameplay. Likewise, some abilities such as Limbo’s Rift Walk can bypass some security measures such as laser grids and traps in Spy vaults. While some warframes have an advantage for stealth gameplay, you can still complete some mission types completely undetected even with a warframe like Rhino by utilizing silencer mods and carefully picking your targets for melee stealth finishers.
Another consideration is that stealth gameplay can be very rewarding for new players exploring Warframe. It adds to the immersion and does have some incentives built in to help overcome the lack of useful mods for their equipment. This is generally short lived as many players can only achieve stealth kills through use of melee due to ranged weapons alarming enemies and silencing mods being unavailable until being able to access the enemies which drop mods like Hush or Suppress (Orokin Void or Void Fissures). There are also several mission types wherein enemies spawn in an alert state and stealth simply is not an option. In short, stealth is somewhat rewarding when possible, but not particularly necessary to complete missions.
Shortcomings of Stealth
The issues with stealth gameplay are no secret within the community and even the Wiki page for Stealth has a list of “Grievances” regarding stealth gameplay. When it comes to loot, quantity of kills is all that matters. When it comes to Affinity, quantity of kills usually outweighs the quality of kills. When it comes to completing objectives, the speed at which you can complete them for the same rewards is more important than how you complete it. Rewards aside, stealth gameplay is impractical in a squad of random players from a Public mission due to the way in which enemy AI works as well.
Compared to other games, stealth gameplay in Warframe might feel a bit hollow or underwhelming and it’s important to keep in mind it was never a central focus of gameplay. That said, due to the changes made in the wake of the Focus System, the few benefits that existed which were competitive with similar rewards from other methods of gameplay have been effectively lost. Though there are still ways to utilize stealth Affinity multipliers for massive burst payouts of Affinity, they require a setup which is borderline exploitative of other mechanics with spawning and alert states and is by no means stealth-like. A great deal of endgame content in Warframe does not even offer stealth as an option and instead places the focus on direct combat.
When it comes down to it, stealth is not a viable option for farming resources or other items. Alert status has no effect on the yield of loot from a given enemy, though even if it did the drop rates or quantities would have to be significantly improved to compete with the alternative of mass killing high quantities of enemies. If you were after a rare Stance Mod which had approximately a 0.2% chance to drop how would you balance it as an incentive for stealth gameplay versus standard? In the end, players will always gravitate toward the path of least resistance to whichever reward they are after.
The amount of time invested matters as well. Would you take the time to stealthily dispatch an enemy for double the drop chance, or would you brute force through the alarms for five chances in the same amount of time? The same concept applies to Affinity as well; in the time you could secure stealth kills and maintain the Affinity multiplier, how many brute force kills could you stack up? Though when it comes to Affinity, another complication enters the mix: Eximus units, which yield substantially more Affinity per kill, will only spawn when enemies are alert. There is not an equivalent high-value target which will appear to punctuate a streak of stealth kills.
The rewards for stealth gameplay struggle to compete with the alternative brute force methods in almost all cases. One of the few exceptions would be the vaults in Spy missions due to the added mission objective of having to exterminate enemies before being able to extract if multiple vault alarms are triggered. However, the alert state of the level does not matter prior to entering the vault or what the end of mission rewards are. Rescue missions operate in a similar way; the alert and alarm state of the level does not affect the Wardens or prison in general.
Pacing of Combat
As a new player, even low level enemies are lethal. You may find yourself occasionally taking cover to restore your shields or trying to avoid alerting enemies just to survive. You begin to build a perception of the game around the pace of the missions you’re playing at… until you enter your first public mission in which players are simply running past everything in sight or instantly annihilating foes with their warframes and weapons. Your perception of the game can be completely reshaped after having slogged through the tutorial solo missions because in reality the gameplay of Warframe is fast-paced.
Once hostile units are alert of any enemy, they will be alert of you as well. They might not fire at you immediately, but they become keenly aware of your every move regardless of if they have actually seen you or not. Missions such as Crossfire and Mobile Defense or any endless mission will generate enemies that are alert and they will be able to track you down as if they were omniscient (unless you are invisible). Some missions like Capture will trigger a level-wide alert state regardless of your approach to the objective and Sorties (as well as missions with fire hazards) will generate alert enemies until the alarms are triggered and then hacked. Void Fissures and Kuva Siphon/Flood missions will also spawn in enemies at an alert state regardless of how stealthily you move through the mission. It does not take long for a new player to encounter a situation where their attempts at being stealthy are thwarted by other game mechanics.
It is also generally unclear how enemies become alert: either they see you or they do not. With recent improvements made in Hotfix 19.6.3, things are certainly better now that enemies have to visually confirm your existence before becoming fully alert, though it is still difficult to assess how close is too close. Aside from Ivara’s Quiver: Noise Arrow ability, players cannot lure enemies to investigate a noise or distraction in hopes of forcing the AI to change position or halt a patrol. Once enemies detect a threat, they will remain in a minor alert state until they see you or until about 20 seconds have passed. If they do see you or any other enemy, they enter a full combat alert state and can alert other nearby enemies of your presence.
For the most part, enemy alert states do not play much of a factor in the flow of combat. Enemy design in Warframe is heavily focused on quantity over quality of enemies and it is rare that the alarms will prove to be problematic, even when Eximus units get called in to the battle. There are some specific exceptions to this for some factions:
- Grineer troops will call in a Manic unit to attack the Tenno once the alarms are triggered. Limit of one per mission with the exception of special missions such as The Law of Retribution or certain Events and Tactical Alerts such as The Pacifism Defect and One Thousand Cuts. Sensor Bars (traps over some doors) will not notify enemies when triggered, but the noise from Arc Traps or shock damage from destroying one will alert nearby enemies.
- Corpus forces will call in Bursa units once the alarms are triggered and Nullifier Crewman units will only deploy their Nullification Field if they are in an alert state. The Corpus also have Security Cameras spread across many of their tile sets which can trigger laser fields to block doors, activate turrets, and play a loud alarm sound, but it does not alert any nearby enemies.
- Infested units across an entire mission will all become alert of your presence once any of them see you. There is also a special Juggernaut unit which typically only becomes active once enemies are alert of your presence. The active window is not based on stealth, but rather your combat; if you choose to kill enemies while the Juggernaut is active it will spawn in to the mission, but you can avoid summoning it by not killing any enemies while it is active. Juggernauts are limited to one per mission.
- Sentient enemies typically send out scouts to scan a battlefield before summoning in combat units like the Conculysts and Battalysts. If the player is detected, these combat units will spawn in and attack the squad.
Playing stealthily can allow the player to bypass some of these stronger opponents, though it is worth noting that all of the examples of units that spawn in an alarmed state, including Eximus units, drop exclusive items which cannot be obtained from other enemies. Additionally, players can evade these enemies once they spawn unless they are a necessary mission objective.
Stealth gameplay is a much slower option than the fast-paced combat players have had for years. It is quite common to see players on higher level missions simply run past every enemy which is not directly tied to completing the mission. Stealth gameplay does not offer a meaningful incentive which validates the heftier time investment.
From a design point of view, it can be difficult to find a balance between creating an immersive, fun, and challenging stealth experience. Exponentially so for a multiplayer game with a vast arsenal of tools available from the players to choose from. How do you make a stealth challenge which is just as meaningful for Loki as it is for Nidus? How do you get a squad of 4 random players to coordinate for stealth objectives? What happens when one of them gets caught? What happens if any of them does not want to play stealthily?
Digital Extremes has taken an approach to stealth design as a perk rather than a requirement. With the exception of the Spy and Rescue missions, objectives are not tied to stealth gameplay and even then stealth is an option rather than a necessity. Stealth is not a learned or encouraged behavior for the majority of missions, so it follows that most players would not attempt to play stealthily. Rescue 2.0 was the first step in addressing this by adding an incentive and soft requirement to play stealthily, though ultimately it could be blitzed through without any issues and one player could feasibly do all the work for the squad within the allotted time if the alarms were tripped.
Spy 2.0 challenged that notion and introduce a two-fold failure state: Triggering the alarms would begin a countdown which would fail the vault and make the vault more difficult to complete. Three vaults with three different layouts spread out across the mission could be split up by a squad of up to 4 players. A player in vault A would not be able to come to the aid of a player in vault C if the alarms were tripped. Likewise, a vault crowded with four players would be crowded may result in someone accidentally tripping the alarms. Mission success only required 1 vault to be completed, though there were reward incentives for completing all three with the addition of Unidentified Items as well as the bonus Affinity. Later, Alert missions would require a minimum of two vaults completed and then Sortie missions would require all three.
If your goal is to complete all 3 spy vaults for a chance at a rare Mod, Ivara Blueprint, or just to complete the daily Sorties, the failure of any single vault results in your inability to achieve that goal for the mission and your time spent is wasted. When playing in Public matches, you’re rolling the dice to see if the strangers you are matched with can complete the vaults or not. While the alert state of the overall level does not matter, their ability to complete the vaults undetected can be critical. Because it is the one mission type that actually requires stealth and it’s possible that other players have not yet learned how to complete the vaults or have warframes which can trivialize them, it might be better to go Solo instead. Likewise, if you’re still trying to learn how to complete the vaults yourself, it’s better to go Solo to be able to learn how to navigate the vaults.
One of the biggest issues with playing stealthily in a squad is how the enemy alert states function: if an enemy sees one person from the squad, they see everyone in the squad. Enemies are alert on a universal scale, so your efforts to be stealthy can undone by any of your allies. Oberon can’t burst into the fray while Titania sneaks along the shadows to flank your enemies, but even if they could it would probably be more effective for time spent to just rush in together rather than sneak around. Stealth can be engaging, but is often impractical for the flow of combat.
Stealth in Mission Design
When it comes to missions, there aren’t many options for stealth gameplay. Many of the level tile designs do include a variety of options for stealth gameplay to avoid enemies and sneak around undetected, though. As of Update 19, there are only two missions in which stealth gameplay is possible from start to finish: Exterminate and Spy. All other missions have at least one section in which enemies become alert and track down the player.
All endless missions spawn enemies in a fully alerted state once the objective begins. Though it is possible to find a few enemies at the start of an Interception or Excavation mission unalert, they quickly take to tracking down the Tenno as you reach the first objective point. Mobile Defense missions operate in a similar fashion; up until you deliver the data mass to the first terminal, enemies are in a neutral state until otherwise alerted. For these missions, a lack of stealth is somewhat immersive. In Survival you’re playing the role of a distraction while an unseen ally is raiding the enemy’s vaults. In Interception you are interfering with an active broadcast which enemies would be aware of and Excavation has massive drills being dropped in across an enemy base. In Defense you’re protecting an asset until a recovery team is available, though the immersion aspect kind of falls apart with the “Leave now or fight on” option at the end of every 5 waves. There are times when the Tenno need to draw in the attention of their enemies so that other things can be done off camera.
Exterminate and Spy both allow for stealth gameplay because neither of these has an objective which triggers an alert state unless the player is detected in combat. However, all other non-endless missions now have a point at which enemies enter an alert state to respond to mission objectives:
- Capture: Once the player enters within a given range of the target, a mission-wide alert state is invoked and all enemies now know their every move. This happens regardless of if the player was or was not detected prior to reaching the target. The target does not need to see the player at any point to invoke this alert state.
- Hijack and Mobile Defense: Both of these missions allow for the player to stealthily approach the first mission objective, but once it is activated a mission-wide alert state is created.
- Rescue: You can complete the objectives necessary to rescue the target stealthily, but the rescue target is not quite so stealthy. The rescue target will not create a mission-wide alert state, but if they are detected you will be detected as well.
- Sabotage and its variants (such as Hive and Assault): Like with Mobile Defense, enemies typically spawn in an unalert state and then become alert after an objective is reached. For planet-side Sabotage stealth is still somewhat possible after destroying the core, but ship Sabotage will cause an alert state among enemies as the reactor breaks down. Other variants of Sabotage such as the Orokin and Sea Lab missions will trigger an alert state for the sections with a defense-based objective and unless the faction is Infested or Orokin enemies will revert to an unalert state if alarms are not raised. Assault is generally in the same situation as these Sabotage variants, but with the addition of tile-specific traps and alarms spread throughout the mission.
- Assassination: The bosses themselves cannot be stealthily dispatched, but the mission will not set a mission-wide alert until after you begin the encounter.
Aside from Rescue, none of these missions really offer an incentive to play stealthily either way. The alert state of enemies doesn’t influence your ability to capture and extract the target in Capture missions. Stealthily reaching your objectives in Hijack, Mobile Defense, and Sabotage variants doesn’t impact how the rest of the mission plays out. Assassination missions are odd because the boss is completely aware of your presence and is even taunting you as you approach them from the moment you start the mission. I should also reiterate that Extermination and Sabotage missions for Sorties and their Crossfire variants will begin with enemies in an alert state as well.
Some mission variants such as Void Fissures and Kuva Siphons which will spawn in alert enemies at certain points during the mission. Sometimes assassin units or squads such as the Stalker or Syndicate Packs will enter a mission and track down a player as well, regardless of the alert state of enemies. Enemies spawned in these variants and assassination packs will arrive in a fully alert state and can alert other enemies from the base version of the mission as well. These variants and invasions will spawn in enemies alert to your presence and sometimes even right next to you, offering little to no chance to play stealthily unless using a warframe capable of using invisibility or sleep mechanics on the enemy (aside from the Stalker). There are also missions which include wildlife or other units which preoccupy your primary enemies which can result in an alert state or even alarmed state on some tiles.
Where Stealth Is Now
The current state of stealth gameplay in Warframe is in a state of limbo; it doesn’t influence much of the game and in its current incarnation and it does not fit very well into the fast-paced gameplay we currently have. It’s not necessary, but it can be fun. There are some cases where stealth can be extremely rewarding, but faux stealth through the use of warframe abilities can be far more reliable. Why go through the effort of stealthily approaching enemies when you could use Ivara’s Quiver: Sleep Arrow or Equinox’s Rest abilities to force an entire pack of enemies into an unalert state?
Stealth in Warframe will likely never rival that of a stealth-focused game and will remain as a side-attraction similar to how the Archwing system exists in its own isolated space. Like with Archwing, there have been several improvements in regards to the immersion which sometimes came at a cost of gameplay. The developers come back now and again to revisit these gameplay options to try out new ideas, but they are rarely necessary towards unlocking rewards or new content. I would argue that most long-term players of Warframe are reward-driven when it comes to how they play the game and the lack of rewards could be attributed to why stealth is underutilized. When there is not a tangible incentive to play stealthily, you can expect players to just brute force their way through objectives or ignore combat altogether if the desired reward is locked behind objectives rather than kills.
The developers have shown interest in the last year to improve upon immersive and mechanical aspects of stealth gameplay. There is potential to add in more interesting ways of utilizing stealth without only being reward-driven, too. Imagine if you could stealthily approach a target on an Assassination mission and disable some of their defenses or even offensive capabilities. Imagine if you could complete an optional stealth exterminate objective prior to beginning to push the Hijack objective to reduce enemy resistance or otherwise facilitate the transport. Rewarding the time spent by stealthily completing objectives to cut off requirements for or reduce the difficulty of further encounters in the mission.
With the immersive changes Digital Extremes has made in the past year, it could also be time to explore a new alert state system which allows for players to have individual alert states with enemies, even on endless missions. A more durable warframe like Frost or Rhino could hold the attention of enemies by the objectives while an Ivara or Limbo picks off targets from a safe distance. As is often the case with Warframe, it’s easy to see aspects of the game as an outline on a canvas in which we project our ideas for potential upon. I like to think that the developers see it the same way, but would rather get new content in our hands right away rather than spending months or years to perfect something.