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Dante

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Posts posted by Dante

  1. 5 hours ago, Hexerin said:

    Here, have another issue:

    If the Ropalolyst is near the capacitor when the player hops on, it won't register flying into the capacitor until the player first moves a decent distance away. This happens with 100% consistency, and doesn't care if you're host or client.

    Yes, thanks! Forgot about this one.

    I'll add it to the list

  2. Hello! Here is an updated list of the bugs that still persist, with some mentioned from the forum post.
    Most of the bugs mentioned have been found with me being a CLIENT.

    Bugs mentioned in the last forum post that still remain, described shortly: (full descriptions are in the forum post):

    • Extreme freezes for clients [Video]
      Framerate randomly starts dropping after the "entering the arena" cutscene, for all players except the host. framerate eventually hits 0, then after a while the game unfreezes and the player gets a host migration. I assumed it had something to do with "Gas Nullify Flying Spaceman" and electricity procs, but it is not unique to the "Gas Nullify Flying Spaceman", any other "Gas" enemy could be continuously zapped by 255 electricity procs every in-game tick. EE.log file can be provided.
       
    • Ropalolyst grabs players during stun/recover animations [Video]
      If the boss has his weakspot/hp destroyed while he is in the middle of a grab animation, the boss is able to grab anyone until the stun is over, potentially greatly surpassing the default grab window of ~1 second.
       
    • Ropalolyst interaction broken
      Still happens but behaves a bit differently - after the CLIENT player successfully climbs the ropalolyst, they fly the it into the charged capacitor but nothing happens. Meanwhile other players don't see the ropalolyst move at all.
       

    Bugs not mentioned in the last forum post:

    • No control on grabbing the ropalolyst
      As soon as the player tries to climb the Ropalolyst, it starts falling down. looks like the Ropalolyst Interaction Broken bug, but you can only control the camera and the ropalolyst falls down by itself. This ends in two ways: The player falls into a pit - their screen goes black. To restore the vision they must guide their warframe to the pit again. The player lands the ropalolyst onto the ground/platform - after some time passes they are thrown out as a warframe seemingly without gravity (runs on thin air) or not being able to get out as operator until they find a way to climb the ropalolyst again. 
       
    • Incorrect aiming direction
      Sometimes the ropalolyst shoots off into the distance, barely moving their beam if at all, seemingly aiming at something far beyond the fight arena, missing the player completely. The boss might turn around and shoot there instead of shooting at the player. It might shoot the player and then suddenly do a 90deg turn to shoot at nothing yet again. Might have something to do with being too close to the capacitors.
       
    • Joining players might fall through a map endlessly [Video]
      If the player manages to join when the cutscene is just about to begin, then after the cutscene they might find themselves in the darkness. After falling far enough, they will respawn still in darkness, but with the arena slightly visible in the distance yet outside their reach. The cutscenes that happen during/after the fight REFUSE to teleport the player into the arena or to extraction.
       
    • Immediate Warframe grab and kill on ropalolyst laser beam finisher [Video] [Video]
      At the final boss stage, after getting Ropalolyst's hp to 0, it is stuned for 3 seconds. Player must use the console to defeat the boss. As long as the console is used before these 3 seconds pass, the boss will die even after recovering from the stun. The issue is the boss sometimes has enough time to GRAB any nearby player after recovering from the stun, and the beam ends up killing both the boss and the player it's holding. In the video my warframe was grabbed while my operator used the console. The operator survived. The warframe died. Operator could not transfer back into warframe.
       
    • Operator void sling stops functioning after a couple slings (after the boss has died)
      After defeating the ropalolyst, if player gets out as operator and attempts to void sling to extraction (especially if done immediately after the cutscene), their void slings have a chance to stop working after 4-5 slings. I guess the Ropalolyst somehow cancels your void slings even after death, but in this case the void sling never comes back once nullified.
       
    • Ropalolyst can't damage the Capacitor by shooting INSIDE it
      Self-explanatory - sometimes the boss flies too close to the capacitor, and instead of shooting at the surface of the model, the boss gets its hands in it and the beam gets emitted from inside the capacitor. This can not damage the capacitor.
       
    • Flying into the capacitor does not always trigger cutscene (thank you Hexerin for mentioning this)
      If the ropalolyst is touching the capacitor before & while you climb on it, it won't start the "Ropalolyst is slammed into capacitor" cutscene after climbing. Will have to fly away and back into it.
      If the ropalolyst stops touching the capacitor and then touches it again mid-climb, the ropalolyst gets slammed earlier than usual. This is why sometimes when you start climbing on it, it can seemingly immediately get slammed into the pillar.

    Minor issues:

    • On interact, Ropalolyst is higher priority than ziplines
      Too many times i've seen people grab the boss by mistake when trying to jump from zipline to zipline.
       
    • The ziplines stay even after the capacitors & ziplines are visually removed
      Self-explanatory: the boss is slammed into a capacitor. The capacitor is removed as well as the zipline leading to it. But getting to where zipline used to be and pressing Interact might make you run on an invisible zip-line (works for some ziplines, doesn't for others. Might be a Client-exclusive bug)
       
    • Misunderstanding of the final stage - The boss fully heals itself
      Many people who fight the Ropalolyst for the first time get stuck on the final stage. They shoot the boss, get its hp to 0 - and it completely regenerates after 3 seconds. Whereas in the first two bossfight stages it's stunned for 15-20 seconds instead. More often than not people call it a bug.
       
    • Misunderstanding of the bossfight - almost nothing guides the player
      More often than not it takes new players far too long to understand the steps needed to defeat the boss. It would be really nice for the current steps/objectives to be waypointed conditionally (nobody near capacitor - yellow waypoint on capacitor. someone near capacitor - red/yellow waypoint on the boss, depending on if it has shields or not, the player is grabbed - red waypoint on ropalolyst's hand, etc)
       
    • The boss walks off stage
      Rare. When the boss in on the ground (mostly at the final stage), the boss walks off the platform, gets teleported back near the edge, then walks off again... This makes it hard for players to hit it with the beam.
       
    • Visual issues
      - When client, in the animation of climbing onto the boss, warframe is often not aligned properly to the ropalolyst.
      - In the intro cutscene, when playing as operator before the cutscene begins, there is a chance the operator will be used in the cutscene instead of warframe, leading to stretched operator models.
    • Like 1
  3. The boss fight was not that fun to begin with, even without the bugs (no explanation what to do, it isn't that obvious at first, it's too long and you gotta do it multiple times for wisp, etc).

    In around a year of helping strangers with the Ropalolyst I've seen the boss fight gradually degrade in quality with time. It went from "An annoying boss with invincibility stages" to "The buggiest boss in the game", which is a real shame.

    Couldn't see it being fixed any time soon, but because of Nightwave the Ropalolyst is getting some attention. So, fingers crossed, maybe it will be looked at, and hopefully fixed at some level.

    • Like 3
  4. 8 minutes ago, (XBOX)TehChubbyDugan said:

    You clear the shield and sometimes when you try to grab the thing, the shield just magically pops back up and kicks you off.  No discernable reason, no consistent time for it to happen.

    Happens when you spam the Interact button. A 'feature' from a recent update (Interact button now dismounts you from the boss).
     

    10 minutes ago, (XBOX)TehChubbyDugan said:

    You clear all the adds so they can't help it, then break one of its Synovias and go to shoot and it magically regenerates all of its health instantly and then jukes the laser.

    In my experience, this often happens at the end of the fight (You have 3 seconds to use the Console after the boss hp is 0, otherwise it fully regenerates). Though i haven't experienced the exact thing you're describing, never happened to me when the boss still has synovias.
     

    As for the Ropalolyst buggy state, i fully aggree. So far i've counted at least 10 different bugs with the boss, 2 of them critical. Even made a post about it some time ago, but kinda abandoned it just like they abandoned this boss. Maybe it's time the Ropalolyst is given the Raids treatment (aka delete it)

     

    • Like 5
  5. On 2014-07-04 at 4:16 AM, Dante said:

    On a Devstream (i don't remember the number), it was said that a walk button is in progress, but a lot of time went by, and there is still no button to walk. Will it appear after U14?

    The walking button did not appear after U14. Guess i gotta resort to walking with a steering wheel instead. Warframes are pretty tough to control on sharp corners though.

  6. Their attacks are incredibely easy to dodge though, if you notice them start it. Simply running around them does the trick. With exception of the "disco laser" attack, that is. But then again, you could just jump up to dodge it, and maybe cling to a wall.

    • Like 2
  7. On 2020-03-17 at 2:11 PM, AIAS-5 said:

    I returned to the game after some weeks of break to find out that in like 1 of 2 missions, my world interaction capabilities might break at some point during the mission, that means I cannot:

    - press any buttons / use any consoles
    - pick up ressources or Ayatan stars (Vacuum causes ressources sticking inside of me though)
    - finish enemies / Thralls / Liches
    - revive other players or revive myself after death.

    Switching to operator or dropping into a pit/water to reset doesn't fix this, but I can still use most of the interactions while controlling the operator.

    This primarily happened to me in Kuva Lich missions, not sure if it applies to others.

    I hope this can be addressed very soon, as it is kinda gamebreaking.

    I've been there and also seen others affected by this bug. 

    Seems like players warframe gets completely desynced, and it is physically somewhere else than where client sees his warframe.

    Last time i saw this was ~2 months ago, some guy says in chat that he can't loot and the doors don't open. I come look for him and find out that his out of bounds on my screen. Once i've seen a guy run on a different height than everybody else (running on air, through the walls), he had the same problems. Though he did fix himself without even knowing.

    • Like 1
  8. 9 minutes ago, Dante said:

    Nah dude you are still far away from mr29

    An interesting bug i noticed a while ago: a huge chunk of exp is missing when the profile is viewed by others.

    Which is actually a 54000 exp difference in your case, same as the exp you got from the intristics.

  9. In Archwing, try Shift+Space and Shift+Ctrl (dunno about on consoles, but probably same with sprint+jump and sprint+crouch buttons). It will basically start the same animation as you showed with flying backwards, except you'll be going up and down.

    On Railljack missions this results in very strange animations.

    • Like 1
  10. First of all, Shimmering Blight is a polearm stance.

    Heavy attacks are not based on your stance. You can go without a stance and still do the same heavy attack by pressing middle mouse button as default.

    Just checked the mod on some bombards and chargers in the simulacrum. The range is indeed around 3 meters, enemies get electrocuted as soon as the button is pressed, even before the heavy attack starts. The only issue was "1" damage from the electrocution. Doesn't feel like 80% of the damage at all.

    So yeah, there might be an issue with prova, but idk, maybe i'm using the mod wrong.

  11. 35 minutes ago, Yseviel said:

    But before the heavy attack change I would have sworn that I ran around holding RMB and spamming attack all the time. Now if I RMB with my melee weapon out I aim my gun which makes me lose all my combo points.

    Before the heavy attack was added back, if i remember correctly, holding RMB would put you into blocking state and you surely could attack with your melee (that is if you had equipped your melee beforehand by holding F). 

    Today you still can do this exact thing: hold F to equip melee, then run around while blocking and attacking. But with the Melee 2.9997 update devs added a new way of equipping mlelee - pressing E while a gun is out, with pressing RMB to go back to the gun. Switching between firearm and melee should not make you lose your combo.

     

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