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BrendanatorX

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Posts posted by BrendanatorX

  1. There are currently a number of bugs while using the Merulina ability, such as mods (like hydraulic/galvanized scope) not applying their buffs, falling through elevator platforms, occulysts treating you as invisible, door controls on the Zariman not taking damage from guns or abilities while riding Merulina and apparently a broken ui element for picking up voidplumes and how many you've found but only while on Merulina?

  2. As per my previous bug report 

    Garuda's talons still cannot harm nullifiers within their nullify bubble like other melee weapons can.

    And furthermore the Rauta does not give combo count to Garuda's Talons like every other melee weapon either.

    Please fix, it's been a few weeks now. 💝

    • Like 2
  3. PC - U:33.0.6 - 8th May 2023
    Both Singleplayer and Multiplayer

    I was made aware while playing with a friend that the 2x > 3x headshot damage change form the Veilbreaker update is working inconsistently.

    He noticed that while using a Furis in a Veil Proxima railjack mission, he was only getting 2x headshot damage against empyrean grineer enemies, and when I tested with my Afuris Prime in the simulacrum against an Aerial Commander, I was only getting 2.7x headshot damage.

    Upon further testing, it appears that depending on the enemy, their level and the amount of armor they have, the damage inconsistently fluctuates between 2x and 3x on headshots.
    I have to assume this is due to terrible calculation of the damage rather than a flat multiplier being applied after damage calculation is done. Where either the headshot multiplier is somehow also quantized or armor is being applying a second time to the additional damage added from a headshot?

    Either way it's stupid and I'd love for this to be looked at.

  4. The Ticker Codex Fragment between Central Maintenance and Reflector Control is half clipped into the rock here, making it very difficult to scan unless you look at the right spot with the right angle, while it is technically scannable, some players, especially using controllers or who have higher sensitivity control settings may have trouble getting it at all without fine tuning their aim for 15 seconds just to find a way to get it targetable at all.

    UDCCzPp.png

    6zCoKHf.png

  5. To add to my previous comment, here are some more enigmas which broke and become unable to be completed. This time these occurrences were in multiplayer however, and that may be why, but maybe not.

    First up we have an enigma right behind Artisan Hamlet toward the stone fractal, there are a few places outside this little cave to place this Enigma Glyph Stone, but it's currently stuck up there, drifter can't jump up, you can't grab it during a jump, kaithe doesn't help, it just taunts you from above, breaking the enigma.

    Fdfu8qI.png

    Secondly, we have this two person Enigma in the hanging city beneath Titan's Rest.
    From what my friend and I could surmise, after grabbing the Engima Glyph Stone from the centre building, the circular metal container to the left of the tubular bell on the upper left balcony is supposed to come into play, however from the other side, it appeared empty and see through. There was no button to shoot inside it, nor could the enigma glyph stone be thrown in it, it would just vibrate inside it or fall out after a second, we did an exhaustive search of the area for 15 minutes trying to find other pieces to this puzzle that may come into play, but it appears everything you need is within this picture, unfortunately because of this, it was also unable to be completed.

    wLLzjSa.jpg

    • Like 2
  6. While farming Enigma puzzles, I've come across this one at Castle Town, near the bridge, which is supposed to have a box in front of me that you push off, and then it's supposed to break and give you the enigma glyph stone. However in my instance, it didn't break upon hitting the ground or being shot, and on top of that rolled off the edge yonder where there is no fenceline, where it fell out of the world, but didn't respawn here. Obviously this makes it unable to be completed, Hoping this one can get a lil fix for future.

    73pXV5H.png

  7. After finishing a 'The Lone Story' Sorrow Spiral, Post-Orowyrm but still in Duviri without extracting, I noticed that if I went down to the bottom of the 'Chamber of Muses' toward the screen half buried with a man sitting next to it, the entire world would visually disappear, I could still stand on it, and if I managed to move back up the path, it would reappear, but it did get me stuck falling off the edge and struggling to find my way back for 30 seconds.

    I did return here during in the next spiral and find it working fine.. perhaps something after defeating the orowyrm causes this bug?

  8. Please for the love of god declutter the Iso Vault bounty rewards, 6-7 hours of repeatedly farming Isolation Vault 2 and getting no Arum Spinosa Rivet or Damaged Necramech Weapon Receiver, but almost always getting an arcane. The chances are not balanced at all and there are so many rewards for it to pick between.

  9. So, here's the thing.. The first character used simulates the AW sound:

    08Mu9HO.png

    This has previously been used in the words "Water" and "Molluscs" for the sound produced by the second letter, but also for an unknown word that is roughly "P-AW-N-D-A" on various signs around Cetus.
    Besides signs, the character has been used on Arcanes for the words "Maul" and "Pawn", assuming they are intended to be as is and not simply parts of other words found on the signage around Cetus as I suspect a lot of the Arcane scripture is.

    Point is, someone messed up and you'll probably want to change it to this:

    d1AhNBd.png

    Now, This set of character's is phonetically AH + EE, which was used in the first Ostron language teasers for the design council and for Tennocon to denote the word "I" meaning 'ME'.
    However when the sound is used in the middle of other words they are used vertically instead of the horizontal fashion seen above, like in the word "Arrived" on a sign in Cetus.

    I wrote the cipher for this language, I've spent hours on this, I know what I'm talking about.

    Whoever did this, may have made an oops, otherwise the language has some flaws and the people of Cetus don't know how to write their own language.
    To my knowledge, it's most likely the language was written using Canadian English and pronunciation, so there are certain phonetics which may mismatch depending on your accent and your local pronunciation, making translation more difficult, but there are limits to that, for lore and continuity purposes, please fix this.

    • Like 1
  10. Having your random public squadmates decide for you when to leave and using navigation on YOUR ship, forcing you to lose all the pickups you haven't collected and wanted to is definitely super annoying.

    And vice versa, when you're someone who joined on someones ship but want to return to dry dock after your mission, you either have to wait for everyone else to finish the new mission that was already selected before you got any say in it, or quickly force it back to drydock and annoy everyone else.

    Either way I agree with OP that only the host should control their own ship's navigation and furthermore, everyone should have the ability to leave squad and return separately.
    Aborting isn't an option because then even though you successfully completed your mission in space, it will give you a mission failed screen because you technically aborted and didn't return the naturally intended way along with the ship and the rest of it's crew who wouldn't have given you a choice in the first place, it's complete garbage right now that needs to change, it's something that makes me want to to try playing solo instead of bothering with other people in a multiplayer game where I should be enjoying the squad assistance on a ship intended to be manned by 4 people.

  11. TYPE: In-game

    DESCRIPTION: On 2 different occasions, I received inbox messages after a completed 100/100 murex raid I contributed to a flotilla during, and received Condrix and Murex Emblems, but no Scarlet Credits to match my contributions, so I was bummed to be missing out on my bonus and really hoping I can get inboxed that after the fact even though is a tad late now.

    VISUAL: https://imgur.com/a/tRX4dFh

    LMrSXIY.png
    U5in4aM.png
    n1IfepM.pngLEpUVG0.png
    n1IfepM.png

    REPRODUCTION: I honestly have no idea what caused it or how it happened to reproduce it.

    EXPECTED RESULT: On the first occurance, I expected to get at least 2400-4800 scarlet credits in my inbox and the second occasion at least1200-2400 scarlet credits in the inbox after doubling score/contribution.

    OBSERVED RESULT: Only Emblem badges were received, and on the first occasion I received an emblem twice which I suspect essentially replaced the spot where my credits should be, since I believe you're only intended to receive one emblem per flotilla based on your score of 1000, 3000 or 5000 doing Condrix or Murex missions.

    REPRODUCTION RATE: It has occurred twice without trying to make it happen. I want my scarlet credits, not to waste my time.

  12. Lore suggests Sentinels are likely more than just 'pieces of metal' and that each are made a little differently per faction who made them.
    That said, there is logic in that something smaller like sentinels wouldn't be as tanky or capable as a Warframe, though they are uniquely adapted Tenno companions which we outfit with mods to be more than they were and they're rather susceptible to AOE attacks which is just bad for business. This is something that can be combated with adding link mods, more options for heal/repair rate, better options for heal/repair. It's lucky that theres's a +shield recharge rate mod but there isn't one for shield recharge delay and honestly the two could even go together on the same mod.

    Animal companions I think there's less of an issue with, though I can agree that they do often rush in and get hurt, which I believe should be combated extra 'evasion' effectiveness since they are smaller and run around so much. I may even say the same for Sentinels, they're smaller and harder to hit.

    As far as vacuum goes, I do think further work needs to be done on this. I honestly believe Warframes and heck maybe even Operators should get at least a roughly 3-5m passive vacuum radius to help pick things up which you can't directly boop, currently the radius is probably like 1-1.5m though I couldn't easily find the exact amount; and on top of that have sentinels apply a roughly 10-12m radius on top of that so that vacuum/radius radius around the Warframe/Operator caps with at least 15m radius and maybe even up to 20 if I may be so greedy.

  13. I wish I could report this as a bug, but I believe it to just be a large oversight.

    I will preface with saying that invulnerability periods exist for a reason. A main reason might be that being instantly killed upon starting a mission, joining a mission, being revived or resurrecting yourself by holding the interact key because you were surrounded by enemies still or respawned into an environmental hazard is absolutely frustrating for players and will make them feel like they aren't given a chance. It's the kind of thing that can make players give up or feel like the situation is unfair. There are of course other reasons like ai or scripts breaking but this is less about that.

    Usually that's just a worst case scenario, but in that case a player will recognise that something was too difficult or that they made mistakes in the way they handled a situation but won't get to try again with it fresh in their mind, instead being forced to sit on the sidelines while everyone else completes the mission, or abort and start the mission all over again and potentially be in the same scenario 10-15 minutes later. This can make it harder to learn how to overcome it or at least, take a longer time, and come at a detriment to any squadmates who just lost one of their team. When it's this worst case scenario, the ability to revive is essentially pointless or nonexistent, a wasted feature, and on top of that, you just lose affinity each time you try, adding insult to injury.

    On the contrary, when you give players that tiny invulnerability window, they get a chance to act on that realisation of difficulty or a mistake, to move out of the way of whatever killed them, to take a step back and think over how to better tackle it. You can't get too mad about that when you were given the chance to do better, if you keep failing, it means you weren't trying to survive or it truly is too difficult to get past yet, even with a plan or teammates, likely because not well enough equipped. This also benefits situations where someone may have been killed due to a bug, or died in a laser on an Orokin tileset, or maybe you're running a mission where everyone ran ahead and couldn't run back to revive you or save you from a particularly sticky situation. Bad things can happen, things can go wrong, this helps solve it or make it less of an issue because you have that chance to try again, do better or catch up.

    The problem is, the same can't be said about companions. There is specifically a resurrection mod for Sentinels because firstly they're so often used and an important part of any loadout, secondly, they die too easy there needs to be more mods and better mods for their survivability because there's often a need to revive them, and thirdly, there's no natural invulnerability phase like there should be. Regen Specifically adds something that is currently naturally given to Warframes and is in my opinion extremely important. If your companion dies and they either run out of revives from any mods they may have to give them that capability, or if they don't use one or have that option, they're gone, and the only way to get them back is to let your Warframe die and bleed out, and then resurrect yourself by holding the interact key. Successfully bringing back your Warframe and your companion, for the .5 seconds it takes for a high level enemy to instakill them again while you are completely unharmed. For any devs who may cross this, here's something you may not realise; There are many people, including myself, who will intentionally try to die, to kill my own Warframe, forfeit my affinity gained, just to resurrect and have my sentinel back because I wanted or needed the utility it brought to the table. And y'know what? I'll even do it multiple times in a mission if I need that vacuum or the loot/enemy radar from Animal Instinct or the set mod bonuses they were modded for. High level content is not companion friendly and that needs to change.

    Another thing, Archwings leaving the Railjack. Yes you gave us a 2 or 3 second invulnerability phase. But in my opinion, it barely covers the animation for leaving the railjack and being equipped with your archwing for flight, wanna know what happens if you leave a railjack while a crewship is firing missiles at it over and over? You die because you invulnerability stopped as soon as the animation that held you in place did and hardly left you a chance to leave without at least taking some damage, which for a weaker archwing like Itzal or an archwing that hasn't been modded well, means an almost certain death, even just one more second invulnerable would go a long way.

    • Like 2
  14. About negative damage? That isn't something I've encountered, and was outside the scope of my investigation, I didn't start by looking for bugs so much as figuring out how things worked and comparing intention to actual effect.

    What you said about researched information not being validated or proven, I did show some math in my bug report that I linked and I can further write equations at will and point others to referenced information ingame and out as proof that can easily be compared and replicated ingame, but you may have to do or watch a video of it yourself to decide that it is proven, everyone has to decide that for themselves until a DE dev literally writes a message stating it as fact.

    The easiest example I can give you is an unmodded Krohkur in warframe builder which currently has no quantization directly takes the 26 impact damage listed and goes +50% vs shield = 39 damage vs corpus shield. and so on showing a listed 224.135 in the details page. Ingame damage floaties are rounded, you never see decimals, so going by Warframe Builder, it should deal 224 vs shield, but you see 222 ingame, which matches a quantized answer of 222.425. if you try to calculate crits and multipliers, the quantized answers currently are the ones you see ingame popping up. I can't say why it works the way it works, but I imagine it's unlikely for it to have been intended to calculate some other way and somehow accidentally also be 1/16th quantization answers by pure coincedence, it's too accurate.

  15. Wiki info isn't always up to date right away plus wiki info shows things that ingame doesn't tell you.
    I don't know anything about this tool you use so I can't speak to how it works.. I know some of the information detailed in my report isn't relevant, like for finishers, because as previously stated, they aren't implemented into Warframe Builder yet, but was just wanting to point you in the direction of information which can be used both currently and in future, to improve the accuracy of what's shown.

    As far as what can be used at present, I can see that your listed stats with mods like pressure point go by multipliers of the base values, which is the correct way of doing things rather than just what it says is the new value for a given stat in the arsenal ingame, however there are some exceptions like the Atterax which actually deals 6.45 Impact and puncture despite showing 6.5 ingame, I have just noticed upon checking the wiki that it had already been figured out and put up on the wiki for quite some time. This in any case is an occasion where Warframe Builder doesn't have the right weapon stats so the values it shows will be slightly off. Furthermore, the damage values listed in the details tab which says how much damage vs each health type the weapon will do are also inaccurate because they are not quantized. it's a relatively easy formula to learn and use, also hopefully easy to add into Warframe Builder, and it would go a long way to helping people properly see what their damage will be if they are using Warframe Builder for that. The more accurate the better and that's just how the damage system calculates your damage dealt on hit ingame.

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