Jump to content

Kelshiso

PC Member
  • Posts

    97
  • Joined

  • Last visited

Posts posted by Kelshiso

  1. A client visiting a host's orbiter can use a controller to hijack the host's operator/drifter if using the transference action early since loading into the host's orbiter. Client's transference ability seems completely blocked on keyboard, partially blocked on controller (possibly blocked after operator room is loaded? unable to test due to unknown load conditions of room and possible randomness from domestik drones). Client spamming transference with a controller while the orbiter is loading appears to have a near 100% bug activation rate. Host and Client both play on PC, unknown if relevant. Occasionally also possible for client to trigger host into operator while attempting to repeat bug, with different results of the bug. This is my experience as testing host, communicating with testing client.

    Typical consequences of hijacked operator/drifter:

    • Initially host is played the transference animation, however is shown back at the frame after the black screen transition. Desync starts here. Frame is in transference out standing pose, unable to move position. Can access menu, accessing menu unlocks animations and host is mostly unaffected from this point. Desync is apparent by client's location not matching between host and client, host typically sees their own operator getting trapped in various geometries as client moves it around. Host can cause various hiccups to client's interaction and animation access depending upon accessing main menu or operator related menus.
    • Client is in control of Host's operator initially, regardless of hosts' operator/drifter setting. Full movement capability, but no menu access. Host interacting with the operator's chair changes client controlled operator to sitting position, but still has movement. Host swapping between operator and drifter reflected on Client's side.
    • Upon disbanding the party, host is forcibly set to their operator as they saw it, in my case sitting position on top of the railjack access point, and unable to move but could access menu. Unable to unlock animations and movement until using menu to travel back to the operator chair and standing up as normal from it.

    Bug can be self fixed by players by effected client leaving the orbiter, either by their own ability or host disbandment of party. Likely also by entering any mission/relay node.

    Previous post alluding to hijacked operator found here; suspect blocking clients from using transference in someone else's orbiter is the applied patch and using a controller under incomplete load is not completely blocked. Personally unaware if transference block of clients is intentional or not at any point in time, as I rarely joined other's orbiters.

  2. This just started up for me too. It only works normally while i'm on the orbiter, anywhere else I need to hold the key down to type, then it sends on release

    edit: Rebinding the key to something else fixed it, at least for now. You can set it back to what you had before and it retains normal function. To be sure, back out of the keybinds to save the change first, then go back in to change it back.

    • Like 1
  3. On 2019-12-07 at 1:08 PM, LucasQRS49 said:

    don't know if it's the same bug, but that happened to me (spawned at dry dock when invited) and when i tried to confirm the Riven i was about to trade the game said we needed to be both over MR8, i'm MR16 and he MR28 so....... wtf?

     

    Just had this happen to me as well. Tried trading a syndicate weapon to someone mr26 and it said partner locked over the weapon and that they were not high enough MR. It worked once I left the dry dock area and got to a trade center. Unsure if two issues are tied together or not, might need to make a separate thread for this particular issue?

    Spoiler

    XoFjaor.png

     

  4. The rotation snap breaking recently appeared for me, was covering up a room just fine until a week ago, though I'm not sure if it was just the rotation order I was doing by chance or if it's a room load/detail issue. Was getting dojo all prepped up for railjack, but I've done what I can that doesn't require hours of manual rotation per piece. Will need to wait for a fix to finish the room now 😔

  5. Just had this happen to me, and upon emergency extraction for being out of mission area, my nvidia driver crashed. No clue what caused it cause i joined on someone mid mission and finished it just fine before going in with someone else with this issue.

    edit: My experimental flight is disabled, I'm guessing if just one squad member has it enabled it will wig out on anyone in mission

  6. The first slot is the "core" color, while the second is the "glow" color. Bright glows overwhelm cores. This is largely consistent across everything, and the only issue I've seen so far are things like Nekros' Irkalla skin and Mag's Ferro helmet drawing their color from energy instead of emissive. Flame-like effects blend the two much better, and produce a more pronounced result, as most dont have a "core" and instead balance the two more. 

    EX: imagine a lightbulb painted red, but gives off a strong white light.

  7. I haven't pinned down what exactly is happening beyond not all boosters working all the time. Currently have a credit booster, resource double booster, and affinity booster. Noticed one mission (plains bounty) my resources weren't being doubled, went back on same mission solo this time to test, but my credits were not doubled while my resources were. I suspect the game isn't applying every booster each mission, though have yet to determine if it is only one booster being applied, or two, or if it's just a chance at any of them failing. Just to be sure it wasnt a UI error I checked my totals in inventory as well, and what it was saying in mission is what I was getting.

    Further testing has shown me that it doesn't matter between host or client. Credits do not double until leaving the mission; pickups and in mission tracking will show normal amounts, upon leaving everything is then doubled, what is shown in mission results is what is gained. I have not been able to replicate the resource booster not working however. Noticed that while getting pigment from mortar bombards, where I left mission with 35, had 10 before that, and had 45 in inventory after. Have not had issues with affinity booster I think. I did have an odd instance of enemies in seimeni when testing where the chargers gave 393 affinity popup on kill during charm buff (forgot to change from kavat), but I assume it's due to some weird decimal rounding?

    • Like 1
  8. Noticed we got new pigments available for dojo colors (I assume when fortuna released as they are synthwave colors), but cannot start any of them. Every time I try to start a new one it says "You may not research more than one color at a time", but we have no other colors in progress. Until these colors we had all of them finished.

    Apparently someone started a pigment in the backup tenno lab and it doesn't display such in all labs in the dojo. that or the typical one is bugged.

  9. I just spent 4 Longwinder bait in hotspots and only got 3 longwinders, which only appeared on the verge of a cold period. I doubt those even appeared due to the bait as i was having an unending amount of echowinders and kriller. Having a similar issue with charamotes in caves, which is even worse since finding a cave hotspot during a warm period is a problem in itself.

  10. Successive grinds after jumping and doing some tricks are not being registered by the point and/or multiplier count. Jumping and doing tricks currently works as if jumping to do tricks is just a pause in an over-all grind, as opposed to before where landing a grind to continue was another trick added on. Recent as of the last patch or two. Grinding at the pearl I'd typically get x30+ multiplier before 100 base points, now I hit 100 points before I break x21. My usual rotation is grind, jump, copter (jump in air), noseplank (w+rmb), land grind, repeat. Doing one trick in the jump now locks you into copy kavat, as landing the grind doesn't start a new grind for points.

    Not sure if intentional or not, but it doesn't overly effect me as i was doing this trick rotation before this happened anyways, just means an extra circle or two to me.

    Update: Holding rmb as well as crouch when going back into your grind counts the grind in your trick score. This is janky and hopefully unintentional 😕

  11. While I'm disappointed her shield is directional, especially considering her fragility with passive use, we have several omni-directional barriers so I could live with that.

    Her 4 is extremely boring in its current state though. It needs an active component to keep the player interest. Instead of floating, leave us with normal mobility, allow use of her 1 to jump into groups of enemies, then have the 4 blend them and generate the thrown blood orb. More enemies blended, more damage poured into the orb. This makes her 4 passive while you actively jump around into groups and throwing orbs at ones you don't want to jump to.

  12. Not a fan of the slight flapping animation; it creates a movement appearance disparity when walking that gives me a slight motion sickness effect, and I normally don't have motion sickness of any kind. Could we revert back to the static open state, or at least have a toggle for it? Maybe add in toggles for all wing syandanas to force one state or another while we're at it? 

    Edit: Maybe not actually a motion sickness thing? To be specific my brain hurts trying to deal with the natural up/down, left/right movement of the walking frame, in combination with the wings changing their width and height by moving back and forth on a tilted axis to the frame as well, while independent of each other so the un-synchronized movements are clashing also. 

    Personally, I see no purpose for the flap besides "it can be done, so why not", while no other wing does this.

  13. After playing with Ember a bit and finding her WoF change does pretty much nothing besides make her more fragile due to losing range for the augment to work on, I propose a small yet large change. Leave her range alone, and convert WoF to a % damage base. Quick maths makes me think somewhere in the 10-15% damage range would probably be ideal. Higher % would require some scaling down at higher levels somehow or she'd be a perfect murder machine everywhere. This does however solve instant murder machine issue in lower levels, but should also increase effectiveness in higher levels. We could even keep the ramped energy drain for sustaining it, as a limiting factor similar to Valkyr's change.

  14. 30 minutes ago, INight00 said:

    There are a lot of damage 2.5 threads.

    Many of which ignore the scale of the damage 2.5 update and instead provide full thoughts for more of a damage 3.0, and those that don't that I saw either complicate the effect further in terms of implementing it or just don't feel right to me. IMO this option would be quick to swap to code-wise as it's largely substituting one status for another that already exists, and it provides a more user-friendly result than the current plan.

  15. Ever since I first heard about the impact procs possibly ragdolling enemies, I've been kinda eh on the idea. Impact weapons already lack special killing power on enemies outside of anything with massive shields, but even then electric far outstrips it to let the weapons focus on getting through the meat beneath them with the added bonus of a standing stun on its proc. Throwing enemies around then adds in another layer of issues to dps because now your target isn't even near where you're aiming. The reasons slash is a top damage type is because of it's extra kill power by stacking and ignoring armor. Puncture's is nice, but nothing exists to apply it to masses of enemies, the only way to make it truly effective. Impact has always been kinda niche due to blast, but blast doesn't see much use outside of innately on explosives or vs infested where things are just as likely to die outright instead. Further making it less-suited to killing something isn't really in its best interests.

    Region chat started up a discussion on these changes today, which prompted an idea: have the top-tier impact proc cause disarm instead. This keeps the enemies in place, as much so as the previous tiers do before this point, and still keeps thematically to impacts, as you're highly likely to drop what you're holding if something slams into you really hard or really often. Enemies could be free to grab it as soon as they stand back up or whatever, but it still keeps the idea of them being out of play for longer, or more aggressive AI could just rush you with melee instead. This also avoids enemies and their loot being flung to places you can't easily get to or being lost to the void when falling off the normal play area. Going forward, this also would allow stacking blast procs (if such is in mind for full damage 3.0) to then have the ragdoll effect without trampling over impact.

  16. 1 hour ago, MystMan said:

    in your codex profile, your mote amp remains grayed out, like it was never used.

    ...its progress is stuck in its gilded state at lvl 8, which is when I turned it in after my first crafted amp was finished. The Mote amp performs so terrible in comparison, I got rid of that thing fast, I hated it that much. 
    When I crafted my returned mote amp and leveled it to lvl30, I noticed I got the 3000 Mastery Point from doing that but the progress of the one in my codex did not resume, since the returned Amp counts as a different new weapon (without a codex entry).

    I counted the MR of everything I mastered, including the separate returned Mote Amp AND the 800 points from my gilded lvl 8 Mote Amp.  Like I said, it did not resume, it counted the 3000 points as a separate new weapon. So I am actually 800 points ahead than where I should be and the math added up correctly.
     

    That probably puts you in a special case. I'm assuming most people turned it in before they could even gild it in the first place, because I did it very soon after making the first tier amp to help hit the next level in the Quills, before gilding was even possible for me. So that was before most people even noticed they /needed/ to be gilded to get the mastery. DE dropped the ball not telling us anywhere that zaws and amps needed gilding to gain the mastery, because everything before then was mastery on first rank, why should we think differently here? Secondarily to this issue is that gilding is even higher up in the groups, so by not having it immediately available people miss any cue that it needs to be done as well.

    I read somewhere though that DE has halted the returns on these until they resolve all the issues here though, I'm just wondering why a fix is taking so long.

  17. On 12/13/2017 at 7:35 AM, MystMan said:

    these returned Mote amps can't be gilded either.  But honestly we all asked them back for their MR points.  Just leveling a returned Mote amp to lvl30 does the trick and you will get the Mastery Rank points from that.

    Amps don't give mastery till after gilding, so no, we still don't have mastery from it. 

  18. ...I fail to see what's wrong here. Is your problem that the nodes are disabled? you can do that by clicking the node, do the same to re-enable the node and gain the effect. The capacity is free/total, so as you activate more nodes the left number will decrease.

×
×
  • Create New...