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Kelshiso

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Posts posted by Kelshiso

  1. I have nearly the same issue, difference being that the zaw stuff isn't happening. Unable to gild my mote amp given by support because it says it's not max rank, when it is. Guess I'm waiting even longer to get this mastery.

  2. I don't know if this is a product of my unique circumstances or what, but at this point I'm just put out.

    I got my mote amp first day of plains, ranked it, farmed up quill rep, built the first amp there. Wasn't paying attention to mastery when ranking mote amp, so I did this time with the built amp. No mastery from new amp, fine, new weird thing, maybe doesnt give mastery. traded in mote amp for rep. Oh wait, gilded built amp, now it gives mastery. Lovely. Fine, whatever, I'm in no big rush, write a ticket explaining the issue, two weeks later I have my mote amp back, as a blueprint. Also fine, all this backtracking isn't a problem, I'm flooded in these resources anyways trying to get the new arcanes built (friggin sentirum). Brand new shiny mote amp built, ready to go get ranked, gilded, and re-ranked (quick question: who thought amps and zaws needed to be gilded before mastery? seriously). One problem, the amp isn't showing up in mission. It's equipped in the orbiter, it shows in my inventory, it shows on my operator's arm in customization, but as soon as I hit a mission, it's gone. It doesn't show up in my mission progress, it doesn't show up on my arm, and I'm fairly certain I don't have the right damage output for having it. Fine, maybe it's just a graphical error, I don't even know at this point, I just want my mastery. Sit in hydron for 10 waves, standard stuff I did to rank every amp. Leave mission, nothing. Check operator customization, still rank 0. Not a graphical error, lovely. Maybe it's something else, maybe I just need to relog. Relogged, went n soloed some low level missions as operator. Left missions as operator, as frame, still rank 0 no affinity gained. Swap back to my other amps, everything is hunky-dory fine with all three of them.

    Literally all I want from it now is the mastery, and it's staring me in the face saying I can't get it.

    TL:DR: Mote amp from blueprint given by support ticket response is f***ed, same for all?

  3. "Feedback on our Deluxe Skins are always welcome, but please remember that there is a strong difference between constructive and rude."

    As a graduate of a Bachelors in Graphic Design, sometimes the best constructive criticism is "start over". Ember is already jokingly referred to as "Chicken Prime" and similar. All of ember's looks besides the Tennogen ones are punk themed. Neither of these ideas should be present in her deluxe skin. Embracing the joke and continuing the baseline aesthetic is the wrong approach. Everyone preferred the previous concept because it broke her running theme for a fresh, new look that maintained her fire theme.

    On the complete opposite side, we got it paired with the Nekros Irkalla skin that everyone loves. Why is this? I believe it's because it takes his theme, but approaches it from the opposite side. Nekros has a kind of decrepit grave digger feel to his aesthetic. He's meaty, but still bony. He's got what looks like loose flesh and veins all over him. It's like a zombie, or almost such; the undertaker that guides the dead. Irkalla comes from the other direction. He's not the undertaker anymore, he's one that never had his rites after death. A possessed ghoul fading continuously between reality and the afterlife, seeking vengeance. It's these two different takes that makes Irkalla so compelling, he's still very much lord of the dead, but through a completely different mindset.

    All I can think when I see Ember Vermillion is "peacock". A simple thought, but there is nowhere else to take it from Vermillion. It doesn't tell a story, it's just a representation, little more than a generic character archetype. Nothing about it says "fire", which could've at the least been done by making the feathers flame-shaped. The lower arms and legs reinforce the bird aesthetic as being reminiscent of bird legs, which ties into the aforementioned "embracing the joke". This is neither the time or place to do so.

    Ember's "Volcanic" deluxe concept did what Irkalla does. Instead of being the fiery phoenix that's ready to prove her point is the only point that matters, she's now serene grace that hides rocky hellfire ready to ruin your world should it be provoked. I loved the original concept that was revealed alongside Frost's Harka skin. Looking at the concept now, I can only imagine how fantastic those rifts of fire would look done up how limbo's are.

    I'm not so active in the comings and goings to know why the original concept was dropped for this, but this is essentially Nova Asuri 2. Asuri was at least saved to some extent by being recolored and using a different head, but the backlash was still very real there. This backlash was also immediate after the reveal of the concept, the same as here for Ember. Neither case was this backlash heeded, and it exploded on the release of the actual skin in the game.

     

  4. I might have an answer to the long durations of no spawns at all. If I still had a cuthol bait active when the hotspot ended, I'd have no fish spawns at all until the hotspot became active again (geyser pond). The same also seems to rarely cause "ghost fish", where you hear the sound, but there is no model loaded at all so dye wont light them up either. The ghost fish phenomenon might also just be them spawning so deep underground dye wont reach, but you not so deep you can still hear it, but no way I can confirm this.

  5. I was taking special note to see if amps gave mastery or not, found they didn't, and thus traded in my Mote Amp for rep as I figured there was no point keeping it. Now that I've gilded my second built amp, it has started giving mastery. If this isn't a bug we /really/ need something telling us it isn't. I thought it weird the rank reset on gilding to begin with, but I'm going to be really annoyed if I cant get mastery off that mote amp at all now.

  6. Could we just get bounty rewards treated as rotations? Maybe commons for each stage until the last that gives one of the current uncommon/rare? We spend SO MUCH time out there for the bounties, and none of them equal a normal mission elsewhere that can be done in fractions of the time with a lot less hassle. Heck, most of the rewards don't even equal spending 2 minutes out gathering resources directly.

  7. 17 minutes ago, el_chanis said:

    it only needs to be affected by status procs. That would make it vulnerable enough to be taken out consistently

    Corrosive works, though things like viral seem to not. The main issue is the massive health pool. I feel like I'm required to use my opticor just due to the chance ogma and other large air support that sticks around. Even then it takes 2-5 fully charged shots to destroy one. Granted now that I know they're double weak to radiation damage (I think tusk ogma are? the other ships are at least) it might take less, but the health on these is ridiculous. I'm finding in general that Tusk Grineer are scaled massively higher than normal, as weapon that easily take out lvl 80+ in sortie are having issues on lvl 45 Tusks.

  8. What if, once we've cleared the system of every single node, beaten sortie X many times, or whatever you wanna count mechanically as "endgame", you could then enable some sort of "nightmare mode" on the star chart. Every node now has a secondary mission that's +40 levels over the default of that node, each gets a randomized sortie modifier that you have either little or no indication of until it starts (or maybe they just rotate per mission and we know at select?), and you get to re-clear the star chart, needing to fulfill the junction requirements all over again to progress, or even get new junction requirements (maybe even have junctions give forma as a reward instead of the normal stuff?). This gives players that have little variable challenging content to start out on something, as then sedna is now giving an available base 80+ missions that you can go to whenever, and those with little content to do something that will last them a fairly long time, all for frankly minor cost (I think, I'm no game programmer, could be real heavy on server side?) as most everything needed to implement this is already in-game. The only thing that might get annoying is possibly always having to pick one of 2+ missions per node unless it was a toggle to enable their view or not, but the system shouldn't also impede alerts and invasions (which would still be set for the normal levels for such). Honestly, basic loot could probably even be the same as the normal of the missions as well for all I care, though maybe some kind of rare universal drop could be added?

    Apologies for naming it after a system already in place and then not really using that system's mechanics in the idea, but couldn't think of anything better for now.

  9. tbh, I think just adding chunks of void traces and kuva as rare drops to respective locations would get people running the endless missions in both quite frequently. Make the chances of getting either low, but when it does drop it drops a fair amount. Probably close to the chance of argon crystals dropping from enemies low or a tad higher. That or have permanent "alert" style missions in both locations that would allow this that can rotate among the different mission types. Both are resources that are in high demand for farming, and neither have a really satisfactory method of obtainment.

    Just thought of this a few mins after originally posting, but what if squads of enemies spawned that would give resources upon killing? Suppose an armed escort hauling kuva can spawn in at the fortress that are G3 difficult or higher, or similarly difficult death squads of corrupted enemies (something new, corrupted nox/combas/techs/juggernaughts?) in the towers? Perhaps even multiple spawns possible per mission, similar to corpus dropships are now.

  10. I've had the same issue of everything locking up after any host migration after a mission, though typically no issues upon restarting after an alt+f4. still really annoying to require closing the game should i fail to spam escape after missions to hit the cancel for migration.

  11. Void tileset is completely washed out for me, due to some volumetric lighting or something that then color shifts the entire tileset white or blue or some other color it decides to do. The white blooms out insanely, the blue hurts my eyes, I'm sure if it decided to do orange it would be like the entire place is on fire like a sabo 2.0 explosion.

  12. 4 minutes ago, J4lor said:

    2. And then I found myself unable to use focus skills and whenever I press 5, the operator just walk out from my warframe as in TWW... Lol.

    hold 5 to use 5th ability. Would like to ask here that we get the option to swap this, hold for walk out, tap for ability.

  13. Another bug I found soft locks a mission during the new quest (spoilers):

    Spoiler

    During the first trip up the mountain, and you find the campfire in the cave. I knelt down at the fire (cause ambiance) the slight movement forward triggered the cutscene with Teshin, at the end it did the "you died" thing and put me back at the bottom of the mountain. I scaled it again to find the door locked and I could do nothing but "kill" myself.

    I had to alt+f4 to fix it, triggered scene and proceeded as normal.

  14. Just did an Ivara stealth run on Adaro (moved to asteroid tile set btw, and half the enemies now, lame) to rank up the new staff. Stealth XP seems to not only be not given to allies in range, but also isn't being given to the killer either. 99 stealth kills (almost, broke the chain once) and only got ~30k cumulative xp on the new staff. Should've gotten much, much more than that.

    A friend joined to see if we saw the other's operator as normal during play (since it's not in the profile viewer, has that been posted yet? always wears zariman clothes and is bald...) and left after testing that, if such effects this. Will run another time at Telesto on Saturn in solo mode to check.

    Confirmed: not getting stealth xp

  15. Telos Boltace is ridiculous at spore propagation as well. Telos' waves will pop all the spores on anything they touch with her 3 active (maybe inactive too, but free toxin damage). Of all the alternative methods said here though, CE hikou are probably still the best due to the large radius. The masses of deaths happens from the explosions breaking and redeploying the spores among all the enemies. As they explode the spores on multiple enemies, new spores are placed on the same enemies from their friends. This loop stacks up real quick with the large radius and fire rate of CE hikou, which also works through walls. Note that while the viral procs do reduce the hp considerably, the deaths the spores cause isn't from any of the procs they do, but the damage from bursting (unless you're only sending them out from a molt, which is a noticeably slower death).

    Personally I use Mutalist Cernos (fast fire rate with vile acceleration) for spore molt origin spam, hikou when on the move, and telos boltace as a melee alternative to either.

  16. Oceanum invasion popped up, need the mutagen mass (20 to finish crafting all the biolab stuff I have left). Most of the time I get stuck in the loading screen with the ships, loading bar completes, but doesn't go to the mission. Once I was...sorta able to load in, it was all black and I instantly died. Upon revival using /unstuck did nothing. Had this once before on an invasion, but unsure if that was also on Pluto. Don't have this issue on any other currently available mission.

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