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Llewellyn_Lionheart

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Posts posted by Llewellyn_Lionheart

  1. Here are the answers to a couple of the questions in the thread:

    Once the display pack is purchased, you need to go into Liset Decoration Customization mode to place one of the displays. You can do this by opening your menu, and looking for the command to do so under the Equipment submenu (I'm not where I can get in game and give the exact pattern). You have to place each display individually, just like any other piece of deco, such as noggles or statues.

    You cannot load custom artwork into the display frames from outside the game, but you do get to control (within a set of parameters, kind of like sigils) the appearance of the pictures. Each individual display has a default picture that shows, but there is a selection of fan art available to load in and customize as well. The pictures look really nice and the fan art has been well selected to fit to the frames and create a quality experience (for the most part - couple of issues with not being able to zoom far enough in or out on specific displays and such). 

    I'm glad that it let you buy another display pack (even though you're out the platinum - contact Support if you don't actually want two of them). Each package contains only one of every possible display - my artistic sense is offended by the lack of symmetry this creates (sarcasm off). Being able to buy a second pack hopefully actually gives a full second set of frames to play around with - if it does, I'll be very happy. I wish the frames were individually available as well, as there are some I'll probably never use, but I'll take what I can get.

    The description for the pack mentions that fully unlocking codex entries gives additional artwork, but I didn't see anything directly related to the codex available for me at first. It may be linked to the new cephalon fragment codex entries, in which case I had only one or two completed at the time I bought the pack (if that). I think someone else mentioned that elsewhere in the thread as well, so that is likely to be the case.

  2. 52 minutes ago, ARobb77 said:

    Considering that the event alert is keeping newer players from completing Mars, I would hope so.

    Oh, don't worry, the junctions are bugged in other ways too; you can't complete several of them even if all of the nodes were accessible because they aren't registering progress even if you accomplish the criterion. That is likely to get fixed first since it's definitely a bug, then they'll look at things that are functionality based like the mission selection after that. Hopefully they can fit them both in within the scope of a single hotfix, but it really depends. There's a hot mess of things that all need priority fixing right now, unfortunately.

  3. 3 hours ago, Artorius-Alter said:

    The video I posted earlier of Strata Relay's destruction, by now Maroo's Bazaar has presumably been rebuild from the Strata Relay debris, it would explain why it's essentially a relay with less access and missing features that all intact relays do have.

    Do the consoles have Maroo's Bazaar? One of the consoles defended Strata successfully, so I am curious if they have both, since the Strata relay has no MR lock and has Guides of the Lotus present... 

    If not, that's certainly a very valid hypothesis towards the theory of allowing them to be rebuilt and that they would have memorials to different Tenno and/or Warframes in various form or fashion on them. 

  4. Right now, there is not a way to bypass any special condition on a node and play the standard mission on the node. This was how it was in the original starchart; the menu to select any active mission on a node was added by player request during starchart 2.0 and not when it was first introduced (this revamp is actually starchart 3.0 even if they aren't calling it that - not sure if that's how it's being officially referred to or not). 

    Since this is a reversion of a design change they willingly and intentionally made, and there was nothing in the notes about changing it back on purpose, I expect that this functionality will be restored in an upcoming hotfix.

  5. I feel your pain on this one. I'm stuck at MR10 because I have similar issues and can't parkour well and can't pass the MR11 test. I have enough mastery XP to be MR17 right now (might have cleared 18 in the meantime, even). If you think it's a bug, the post should go in one of the PC Bug Reports subforums (probably general or missions). I will say that with each update they have been removing "creative techniques" from the mastery tests, so this may have been something they changed but just didn't note (as they never noted any of the prior changes either). For example, they removed a lot of movement bypasses from the MR11 test that used to work, like wormhole, switch teleport, and several other things that worked to bypass most or all of the test. I've also heard that in some of the other "roadblock" tests (8, 19, 20 come to mind) they've removed common "crutches" as well that used to work. 

  6. The entire starting progression was changed and a lot of the levels and level ranges were adjusted. Mercury is no longer the "first" planet, Earth has now been made the first planet. You should be able to find Grineer survival that was around the level of Apollodorus on Mercury on Earth. I'm not in game now to check, but I certainly hope they left one besides the dark sector survival which I think was still there (which will also be infested). I have noticed that there are a few mission types that seem to have been trimmed down a lot which is not a good thing in my opinion... but because alerts and syndicates and such are blocking nodes I can't check everything right now anyway to be sure.

    If you find out that there isn't a Grineer survival at all on Earth or Mercury, then definitely post again or maybe create new thread for posting all of the missing mission types / tilesets we can compile in one place for them. 

  7. Each platform has access to a different set of relays due to the event from a prior update (Operation Eyes of Blight, Update 15.8, December 2014). The Balor Fomorians that show up from time to time as an alert now were a massive event in a prior update, attacking every planet simultaneously, and they were a lot stronger and required more coordination to fight than the alert versions. If the Balor Fomorian was not defeated in time, the relay at that planet was destroyed in that platform's "universe". 

    They have added all of the relays to the map in the new starchart, but only the ones that each platform defended will be accessible. As one of the other posters mentioned, they are locked successively by mastery rank as well. For PC, we have Larunda on Mercury which has no requirement, Kronia on Saturn which is MR4 and Orcus on Pluto which is MR8. 

    It was hypothesized after people realized the specifics of the event on PC that each of the console platforms should strategically sacrifice the upper relays and defend the lower ones, but in actuality it didn't work out that way. Each platform has one MR0 relay, one MR4 relay, and one MR8 relay, but they are all different. 

    The wiki article for the relays does indicate there was previous discussion about the possibility of rebuilding the relays in the future, so that may be why they are all on the startchart now. 

    If you happen to be a lore and/or mythology geek, this event was spot on for that. Balor was the king of the Fomorians, whose cycloptic eye would cause great destruction to anything upon which he gazed. The event prior to Eyes of Blight (in July 2013) that destroyed Vay Hek's fleet of Fomorians was called Operation Sling-Stone. XD

  8. Awesome summary post, even though it was brief! Amazing set of photos; glad you were able to get so many. That brings back so many memories of Tenno Live 2015 and PAX East this year - especially that queue! <3

    EDIT: Also happy to see that all of the staff look happy and healthy for this one! Extra <3

  9. The mission was intended as a jest and was created by suggestions from players at Tennocon. If you missed the announcement text that went along with it, that is why it seems very out of place and is lacking context. 

    They shortened the timer from 10 minutes to 6 minutes, so if you haven't tried with the 6 minute timer, you should give it another try. It is definitely finishable. You are invulnerable, so the sapping ospreys are irrelevant. The only thing you have to worry about from the enemies is their crowd control on you (knockdowns and such). Make sure that no one uses the actual full-size pods above 60% or so so there is no chance of wasting any support, and make sure to break containers as well to hopefully get a spawn or two from those. You only need about 5 or 6 personal life support modules total to be able to make it to the end now that the timer is 6 minutes.

  10. 2 hours ago, ThatMink said:

    I was playing the new alert Mission and I saw it was mostly a joke mission (God mode and Lvl 9999) and my friend had already fifnished it and said it was easy. I played it the first time and didn't finish because I ran out of life support, which I have done on a few missions before so no big deal. But after playing this more than 7 times with 3 of them with my friend who beat it in it, we still could not fifnish it. 

    Every time we are always one Personal Life support behind finishing it before we choke out, or we are behind one full life support. 

    I know people are cheesing this mission (The Sheev with Concealed Lethalithy, or sleep arrows yadaa yadda, I don't have any of that) but I can't so anyone else know how I can do this without cheesing?

    You can try breaking every container you can possibly get to to get enough personal life support to carry you the extra you need (I think you need about 6 of them). They really don't seem to drop that much though, so really having some way or another to be able to kill a few of the enemies to get a drop or two that way seems to be needed. I do know I have read several posts here on the forums of people who did it without kills though. I personally did it with the dagger method on Inaros, and we finished in extraction out of air even getting personal supports from the few enemies I could kill. I had energy siphon equipped, and got some energy from containers, but being unable to take damage screwed me up because rage wasn't triggering to keep me full on energy so I could spam powers. It was annoying because sometimes the blind wouldn't apply to enemies (has been happening a lot since Lunaro in general) even though it should have and then I couldn't finish them and would need to recast but couldn't. 

  11. 2 hours ago, Drag0nChaser said:

    - You should try speaking for yourself: Look whos doing the same
    - It's pretty damn pretentious to act like you speak on behalf of the entire community of three platforms of gamers, most of whom don't use this forum : look whos doing the same
    - Most of the things you say "no one asked for" have actually explicitly been asked for by some of the playerbase: You are confirming his post
    - But, to post in that tone of voice and act as if your opinion holds the weight of everyone else here in the forums and beyond?: its written text, what tone?
    - It's insulting to the rest of us and to the developers as well, and only belittles your own feedback :  he stated facts, but again contradicting yourself and your trying to speak for all of us yourself.
    - will be much more productive in the long run: start being productive yourself.

    You may agree with what he wrote, but everything in his post is opinion. I didn't confirm his post by saying people asked for these changes; that is in fact what is directly contradictory to what he wrote, not what you say I said. Read it again, please. Written prose has tone just like speech does, in fact. Asking him to not speak for everyone is in fact not "doing exactly what I told him not to do". Notice I didn't proceed to write 26 different counterpoints trying to argue or even say he was wrong? He can't be wrong, it's his opinions about the update - again, not facts. 

    I've posted several times in multiple feedback threads and bug report threads. This is a community, after all; we have an obligation to remind each other to be civil and constructive, especially in the threads designed explicitly for collecting topic-specific feedback. Making your posts full of snark, or worse, really doesn't help make your point, nor does threatening to quit, which is why those posts are deleted. By all means, be creative when expressing your opinion, and be critical where it's needed - and don't get me wrong - it's needed now - but it can be done in a way that will actually get attention paid to your posts and not risk getting it edited or worse.

  12. The enemies eventually stop spawning, and there are only so many containers and lockers in the level. It was nigh impossible at 10 minutes, but there are several viable strategies that work now that they adjusted it down to six minutes, including not even killing anything at all. If the enemies had continued to spawn, your idea would have had a lot of merit and the alert could have been seen as more than just a jest.

    However, this is certainly going to give them some data about what to target for nerfing next if they care to pay any attention to it after the fact. There's not a lot of secret about the fact that covert lethality with a finisher would have trivialized this, but there are maybe some other creative things that people have used that now they will be keen to that they weren't before. I hope that's also a glaring demonstration to them that it's time to continue to de-cheese with the utmost haste.

  13. This is definitely a problem, because once you load into a mission, there is both a timer that starts and an objective-sensitive lockout that will prevent any players from loading in or stop you from inviting in additional help. If the mission starts immediately without being able to gather players, and it doesn't find any within the first 30 seconds or so, you may never get any backup before you're not allowed to have any. We should be able to form a squad and then click to start the mission like before; it's extremely detrimental to keep getting thrown into defenses and interceptions on high-level maps alone even when set to public. I shouldn't have to manually recruit a squad in advance for every mission I want to run; that's what public matchmaking is supposed to be for.

  14. You could also try completing the sabotage objective without destroying the ship. There are three possible outcomes for the ship sabotage missions, not just blow it up into fire which causes the 5-minute countdown. The other two outcomes leave different hazards and no timers. 

    Although, as AdunSaveMe mentioned, you should complete the tear before completing the mission objectives whenever possible, as well as finding the caches if it's a sabotage mission, just to avoid the chance of anything going awry. 

  15. 5 minutes ago, erlo68 said:

    I know we all knew what was coming but i'm very dissapointed.

    1. Why rework the Star-Chart (again) when nobody asked for that (btw. you completely missed what you wanted to achive with this), better concentrate on fixing all the little problems.

    2. Why rework the Archwing move-system which worked great for the majority of players (only some tweaks where needed)(btw. nobody asked for this either), better focus on balancing it instead of making it more harder with eximus units. I personally get very disoriented with this new move-system and don't get me started about this "drifting".

    3. Why rework the market (again) when nobody asked for that either, better fix the god damn matchmaking/host migration system.

    4. The community hates our favourt enemy type? Let's make them harder! (talking about nulli's)

    5. The only "new" content in this 4GB big update is: 1 archwing, 2 archwing weapons, 2 archwing mission types, 1 dual dagger stance (i truly never saw someone really using those), 1 boring &amp;#&#33; weapon and 2 types of cats. Well since nobody cares about the archwing stuff cause they made it even harder then before (movement and harder enemies) there is not much left... very dissapointing for the veteran players.

    6. But since there is like nothing new to do for those veteran players just let them replay useless missions to get them where they where befor the update... it will be "worth" it... never felt so betrayed by a game developer.

    DE is really in need of a "never change a running system" sign in their meeting room!!!

    Why reworking so much stuff nobody asked for and acting against the interest of the community while also make things harder for both newbies and veterans?

    You should try speaking for yourself, and only for yourself. It's pretty damn pretentious to act like you speak on behalf of the entire community of three platforms of gamers, most of whom don't use this forum. Most of the things you say "no one asked for" have actually explicitly been asked for by some of the playerbase. They certainly need to take a lot of constructive feedback into consideration and make some adjustments to the update; on that point I agree. But, to post in that tone of voice and act as if your opinion holds the weight of everyone else here in the forums and beyond? It's insulting to the rest of us and to the developers as well, and only belittles your own feedback. Restating it from a stronger point of view and your own frame of reference will be much more productive in the long run. 

  16. 19 minutes ago, (XB1)Onyx Guarrd said:

    I figure the quest thing will be hotfixed at some point, but creating weapons again you've already created? What? Is there an extremely good benefit to bothering to do this?

    There's no benefit to it whatsoever unless the product will be consumed as a component for something else you have to craft later. You only get mastery for a weapon one time; the first 30 levels it earns ever. Being forced to build a new weapon when you literally own every weapon (someone who is MR22 literally has everything possible mastered) is being forced to flush resources and credits down the drain, especially since they say "with specific requirements". If the freebie blueprints we get from completing other junctions don't happen to meet those requirements, then we have to pay for the BP and the crafting, which is just even more credits lost. 

    I believe there are only one or two of these requirements on the junctions at the moment, and hopefully crafting the MR5 weapon will satisfy both requirements at once, but some of the requirements definitely seem very arbitrary. The one that is going to have me in fits is the one where you have to (personally?) recover three mods from Lua challenges. I'm pretty well screwed on that one. 

  17. 8 hours ago, EmptyDevil said:

    They honestly should just make the DNA acquisition like 90% or a 100% chance. We also need a pop-up message that tells us when we successfully get the DNA - sucks to have to wait until the mission ends to find out.

    Someone else already mentioned that they do show up as loot as you go, but I also wanted to mention in case you weren't aware that you can check your mission results screen at will any time during the mission to see if you've acquired things like this. The default keybinding is "P" on PC and it can be rebound in the Options menu. Very helpful when hunting certain specific types of things.

  18. If it's specific to E-Prime, I think it's because of the mission lore. You're destroying the Grineer's toxin injectors that they are using to poison the forest and surrounding environs. It makes sense that the water would be full of toxins as well. I actually expected to take damage from entering it when I had to dive in to fetch a cache. It didn't occur to me it might have been a bug... 

    Now, if the water is green on other levels with the same tileset, then that would make me tend to believe it's a bug rather than intended. It would be a funny coincidence though heh.

  19. 12 hours ago, (PS4)Darth-Escar said:

    I think that's intentional. It never made sense to be able to fight grineer or corpus normally when that whole area (which seems to be, at least thousands of miles) is infested.

    They specifically changed it so you could select any active mission on the previous starchart in a previous update, because alerts, syndicate missions, invasions and such change the node type or block progress for an unspecified period of time. If it is an intended change for the new starchart, they needed to have put it in the patchnotes, and some advance warning would have been nice, since it's a reversion of a deliberate design change.

  20. 2 minutes ago, TaylorsContraction said:

    Indeed they did but it is bugged right now where your Archwing sensitivity affects both normal missions AND archwing missions :(

    Yep, I quoted your post on page 9 before I got all the way to page 12 where I read about that too. Sorry it's not working right now!

  21. Do you have the nodes prior to those junctions completed? If you didn't have the full starchart unlocked before, some of the pathing that changed caused some of the locked nodes to change places and/or mission types. Make sure you don't have black diamonds on the missions right before the junctions you are unable to enter - those are uncompleted mission nodes, and you'll have to complete them first to enter the junction after completing the criteria. 

  22. 1 hour ago, Vrajeala said:

    fix the gad damn window mode starting game,F*** every time i start the game i have to change resolution and from window mode to fullscreen,F*** and that ramp from the ship,when i go up,i have 99% change to go under the ramp,make it open faster like was before,but that S#&amp;&#036; window mode pissed me off,every time i start the game same S#&amp;&#036;,game start in window mode

    In the launcher, click the gear icon to access the settings and re-check the "fullscreen" checkbox before clicking Play. This will work around the bug in a less annoying way until it is fixed.

  23. 5 hours ago, DirtyBerd said:

    Archwing nodes are a little tough to find. Mouse sensitivity increases when using Itzal and will revert back to normal when leaving an archwing mission (haven't tried other archwing frames yet.) when using Itzal's penumbra ability I have to click twice in order to activate it. This may be intentional, not sure.

    They added separate keybinds and sensitivity settings for Archwing with the update. You can adjust this in your Options menu until it feels comfortable. Not sure if anyone else mentioned it, so I wanted to quote it and let you know so you'd get a heads up. 

  24. Even after the hotfix that said it addressed this or something like this, the mission results screen is acting modal if you chat or anything else happens at the same time. The buttons are present (exit or repeat mission) but can't be clicked, and you can't click the menu or use any other keys. The only way to get past it was to Alt-F4 to force close the client.

    I also have periodically had issues with missions not contributing towards junction criteria, and I just had a bad visual bug when hacking a Grineer terminal on Exta, Ceres. The screen zoomed in tight on the terminal (more so than usual) and then the textures behind the terminal all tore up and went black. After the hack was successful, I had to enter the menu and exit it in order to regain control of my warframe and move on.

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