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Worldbrand

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Posts posted by Worldbrand

    • TYPE: Mission rewards
    • DESCRIPTION: Yesterday, I received 0 payout credits despite scoring over 5000 points and watching the counter hit 100/100 with over an hour left. Note the lack of any other attachments to the inbox message in the screenshot.
    • VISUALZT5Ey0B.jpg
    • REPRODUCTION: n/a I am not willing to do this again until this is actually fixed
    • EXPECTED RESULT: 10000 Scarlet Credits
    • OBSERVED RESULT: 0 scarlet credits
    • Like 1
  1.  

    The Revenge of Cephalon Cy

     

    Ahead the sky is blackened by
    A ragged fleet of steel
    We'll breach the hail of missile fire
    and make their captains kneel!

    White whale! Sentient worm!
    Our light will defy you! A Turaga will burn!
    White whale! Sentient worm!
    Our blades will deny you! A Turaga will burn!

    All red across the board, I see
    We’ve optimists inbound
    They’re amateurs against our blades
    So quickly cut them down!

    White whale! Sentient worm!
    Our light will defy you! A Turaga will burn!
    White whale! Sentient worm!
    Our blades will deny you! A Turaga will burn!

    These Grineer ships are papercraft
    And withered are their crew
    But far beyond our star, a foe
    Now seeks an end to you!

    White whale! Sentient worm!
    Our light will defy you! A Turaga will burn!
    White whale! Sentient worm!
    Our blades will deny you! A Turaga will burn!

    Their vanquished kin, I sunk in droves
    Yet many more still wait
    So sharpen now your battle wits
    Or sooner meet your fate!

    White whale! Sentient worm!
    Our light will defy you! A Turaga will burn!
    White whale! Sentient worm!
    Our blades will deny you! A Turaga will burn!

    And out there in the dark there lurks
    A beast that I despise
    Until I crush its beatless heart
    This ship can never die!

    White whale! Sentient worm!
    Our light will defy you! A Turaga will burn!
    White whale! Sentient worm!
    Our blades will deny you! A Turaga will burn!

     

    I could go into what inspired this subject, but I think it speaks for itself. If you paid attention during Rising Tide, you'll know.

    I thought a proper shanty should have a "call and response" format- the shanty leader sings the verses solo and the crew joins in for the bolded chorus.

    And who better to lead the shanty than Cy himself?

    Hopefully I was careful enough with the meter that this is a very shoutable shanty even if one does not know the melody.

    Because there isn't one.

    • Like 1
  2. First, I want to express how refreshing it is to see that this discussion is taking place, and how you are addressing it. While normally I would suggest that UI be focus-tested separately from gameplay, the type of users you would need for focus testing probably can't be grabbed off of the street- I'll elaborate below. In lieu of that, the collaborative nature of this workshop is really appreciated.

    When you consider the timescales of how your players experience the game, I think it's reasonable to suggest that almost everybody you are designing new content for (post-TWW players, let's say) is essentially a power user. This viewpoint that there is a dichotomy of players for whom things need to be kept simple versus players for whom information needs to be readily available paints both priorities as equal, a notion that I strongly disagree with. A confused player will stop being confused once an explanation is given to them. A player who has to click two extra times to find out what they want- wait, that's everybody- will be perpetually frustrated.

    Keeping things clean, simple and clear are definitely pillars of modern interface design. I have a multimedia degree, I know how important it is. However, these are principles aimed at the general public for general interfaces. They are emphasized so that people can understand and use a menu within seconds of first encountering it, for menus they will have to see less than a dozen times.

    In Warframe, a massive chunk of time spent in the game is doing menuing-related activities. Of the at minimum dozens of hours it takes a player to get through all of the quest content in this game, a sizable amount of that is spent specifically looking for information and interacting with information. It's kind of important that this obfuscation doesn't add extra steps in between for actions that need to be repeated frequently by power users- and I reiterate, when I say power users, I basically mean everybody.

    Here is a thought: keep track of how many times players hit escape to go from one menu in the orbiter to another. For a lot of us, that number is probably far greater than the number of screens that we even see on the way back out of the menus. The diegetic UI and the animations in between look and feel nice, but fights a player actually trying to use it. And we have to navigate these menus tens of thousands of times. The takeaway here is that actions that need to be repeated should definitely be streamlined, and I think that priority trumps cleaning things up. If a player is looking up information on the [Pennant], they shouldn't have to tab through or mouse over anything to get to its statistical information. They are almost certainly looking for it.

     

    I would also like to take a step back to address the feedback that a screen might be overwhelming- let's take the old Abilities screen from the original post as an example. Yes, that screen is informationally dense and could be seen as overwhelming. Because about half of it is not being used. "Overwhelming" in design can mean a lot of things, and be caused by a large number of issues in information organization. Here, some of that could be because the information conveyed is, ironically, not enough to give a full picture. That lack of understanding paired with the informational density leads from "I am confused" to "I must be confused because there is a lot of information here that I don't know how to process."

    For instance, Elemental Ward:

    • Which offensive and defensive effects does it provide per Element?
    • Why does it have a status chance?
    • What does health mean there?

    Or Effigy:

    • How does this ability strengthen nearby allies? (spoilers: it doesn't)
    • Where did this credit multiplier come from?
    • What is this speed increase and armor reduction?
    • Whose armor is being reduced? Does the effigy reduce enemy armor?

    I know it's a butt-ton of work to ask that you add wiki-levels of information on abilities and mechanics that are constantly undergoing revision, I'm merely pointing out that there is a dissonance between the information being displayed that an experienced player needs to see, and the information that is inadequate that is causing new players to be confused and maybe overwhelmed.

     

    P.S. Please give us back cursor and chat controls in the end-of-mission screen, especially if you're going to add scroll bars to it.

  3. 21 hours ago, [DE]Marcus said:

    @Mr.Fluffins 

    ...need to tackle weapon balancing. The goal is to make your Railjack’s weapons feel more impactful in every mission.


    ...Railjack weapons should feel powerful on their own. And right now they don’t. A main reason for this is the enemy Armor values are extremely high - on Dev we have halved all armor values for fighters to test that...

    ... Expect balancing across the board in the near future!

    I'll get right to the point:

    To get effective weapon balancing, you need to consider what you want Archguns to be doing in comparison to Railjack Armaments. Right now, most of the damage is being done by Battle Avionics with scaling effects (Munitions Vortex), or Particle (slash) status Archguns. Particle proc needs to be dialed back because only 2 or 3 Archguns can reliably use it, and it will overpower almost any other damage source in a matter of seconds. Balance everything else *after* that change.

    Consider which investment should be rewarded more for this gamemode: crafting Archguns and using rivens/forma, or crafting Railjack armaments and using avionics to boost their power. I personally think the Railjack armaments should sail past Archguns by at least a factor of 2 at the highest end of things. Most of those weapons are much harder to hit targets with, side turrets don't have the control of where the ship is going, and Archwings have some abilities that shut down enemies or make them easier to hit (Amesha's Warding Grace, Odonata's Repel, Itzal's Cold Snap). I think Archwings should be flying out there as support right now, but they are doing the heavy lifting.

    One last suggestion: Multiply all enemy health values and outgoing player damage numbers in space combat by 1000. This shouldn't interfere with the time to kill in the damage formula whatsoever. Even armor scaling only factors in base armor and enemy levels.

    This will do two things:

    1. Lets you get rid of the ugly, apparent 95% damage reduction on Archguns, giving you leeway to better balance damage numbers without dipping the Imperator into single digit damage values. We need to know the actual numbers on our weapons when modding. Cutting that down to one twentieth is gross. By the way, even considering that this damage reduction doesn't apply to railjack guns, this is probably why you're getting half the complaints about armor scaling.
       
    2. Soothes the lizard brain: see "imperator does single digit damage values".

      If you had done this at the outset of Archwing, you would have been able to maintain control of mod scaling like you wanted. Folks could have forgiven that the main damage mod only gave +60% damage if they were doing 10,000 base damage per shot. If you want the system to feel like an escalation from Warframe's usual combat, we should not be doing the same damage values as kicking a Lancer in the head. Honestly, most of us are not that smart. Give us big numbers and we'll feel good.

    I am glad you guys are addressing this while Empyrean is in its early stages. Best wishes, I know you'll get it right eventually.

    • Like 1
  4. With several Lich victories now under my belt, I’d like to talk about the Lich system and problems with implementation that affect it at its heart.

    I will start by pointing out that the hot-button issues being tackled have actually been short-term problems that were mostly just symptoms of bigger ones. Don’t get me wrong, I like a lot of the solutions, but they don’t directly address what I see to be the deeper issues.

    Some problems are symptoms:

    • Duplicate weapons - Valence transfer is intuitive and lets us pass progression forward, but the real problem isn’t that we don’t need every weapon- it’s that we don’t want every Lich. When people are hunting for what they don’t have, be it Ephemeras or weapons, they will always be trying to get rid of some liches ASAP. Hopefully Lich trading helps with this, but from the sounds of “trading,” it may not be enough.

     

    • Requiem relics are rare - There was a very vocal outcry about the difficulty of acquiring Requiem relics. Most of this was due to bugs, but this was still a short-lived problem.

      A player really only feels the pain of lacking their first full set of Requiem mods. With a full collection, any spares can easily be traded to replace Requiems that will deplete. The need to be picky evaporates. If the Siphon bugs were fixed sooner, there probably wouldn’t be a need to accelerate the drops- and that something you can’t really take back!

     

    • Cooperative Lich hunts - Two major complaints that have arisen:

      1. Some players won’t stab their Lich, preventing others from spawning
      2. There’s no real benefit to fighting other players’ Liches

      These can be fixed, but you should consider why a player wouldn’t want to stab their Lich to begin with, and why players care so much about Murmur. That second one seems obvious, but I think that both questions lead to the same conclusion:

      A player may be afraid of stabbing their Lich because it will increase its rank, but they probably don’t know that clearing their territory will do that anyway. A stronger player will always go for the stab because the Murmur gain outweighs the increase in Lich rank. It is an inevitability and there is no real choice here. There is only one actual path in the system, and it is to kill the Lich as fast as possible.

     

    • Converted Liches are weak - That’s because Liches as specters are really limited to begin with. This was probably a concession with Railjack still in the works, but you can see why addressing their specters doesn’t solve the core issue.


     

    Even if all of those short-term problems get tackled, the system would remain in a state in which Liches aren’t as special as they were made out to be, or and aren’t as cool as they could be!

     

    The big picture and core issues

    When I think of how the Lich system was pitched - assigning us our own villain, a persistent and personal adversary, I can see what it’s trying to do. I would like to point out the things that make this impossible.

     

    1. Decisions

    Every step of the player experience, we never actually engage with the mechanics on a level that is supposed to make this more of a back-and-forth conflict. We farm Murmur and try to get lucky with our guesses and that’s about the only choice we have.

    When a Lich takes territory, we pick the nodes that have the easiest gamemodes and we go farm Murmur. There’s no reason to bother clearing all the nodes because the Lich will probably be dead by the time we manage that by its third Rank.

    When a Lich gets annoyed, there’s no way to actually interact with that or prepare, and there aren’t even other ways to make them angry. We farm Murmur and we hope they spawn and we go farm more Murmur to make them angrier so that they spawn next time.

    When we reconfigure the Mastermind Lite™ puzzle with Requiems, there is nothing to actually consider but trial and chance. We farm Murmur and we hope we get lucky enough with our stabs so that we don’t have to farm more Murmur.

    When a player gets stuck fighting a Lich that is too strong for them, they farm Murmur and hope that pubs are strong enough to soften the Lich so that they can do the final blow.

    I know repetition is at the heart of Warframe, but this system really feels like we’re just doing one thing. If the Lich system is meant to help uplift the whole of Warframe, it’s very much stuck in its own corner.

     

    2. Liches lack presence

    Liches are funny, charming, and menacing. They talk the talk, but they don’t walk the walk. They steal from us, yes. Beyond that? They exist only to be hunted.

    Despite being spread all over the starchart, they are isolated in one mission type where they all congregate and players repeat one task while waiting for their Lich to spawn, and while watching others fight theirs.

    Doing the same thing back to back to back to back and fighting ~2 Liches per mission really robs them of their individuality. As with any procedural system, you become adjusted to the forest the more individual trees you see, and by the time we get half the weapons, we’ve seen a lot of Liches.

    There was a thread on the subreddit that did an excellent job of suggesting ways to open up Liches to general gameplay, ways that were dripping with personality. If you want people to fall in love with the Lich system, this is the exact type of thing that you need, and the exact type of thing I thought we’d be getting.


     

    3. The only road

    Earlier I detailed that there was only one real path to dealing with a Lich, and that was by hunting it as efficiently as possible. It may not be obvious why this is such a big deal.

    Players want to kill their Lich ASAP because they have to kill a lot of Liches to get everything they want. This means that you have to balance between keeping Liches quick to eliminate and making them last long enough to live up to the vision of the persistent foe.

    But what if there was a second option? If there were a reason to keep fighting a single Lich, you could address these two paths separately. What if we could have the long-term rivalry with a given Lich that increased its staying power and memorability while also incentivizing this prolonged dynamic with a reward? In this way, you can trim the number of Liches have to kill, slowing down how fast their procedural nature becomes stale, without necessarily trimming the total time we’ll spend in the system. Fuelled by an incentive like… gradual progression on the Lich’s weapon bonus.
     

    This is by no means exhaustive. I do think that there are other issues, like Liches not actually behaving like their description and only actually dying once, or ranking up too quickly, or not truly rewarding cooperation. But I do think that tackling the above issues will mitigate a lot of others.

     

    Solutions

    These solutions are only loose ideas because they would never be implemented as-is anyway.

    These are designed to tackle the problem that Liches are forgettable, impersonal and short-lived, and the intention is to add memorable surprises, make the fight feel personal, and give players a way and reason to make this fight last.

    1. Liches are no longer limited to Lich-controlled territory missions and will jump you in regular gameplay, often in unique and sneaky ways. This spawn rate is tied to aggression. Additionally, they will select one node in their turf to hide in. They will spawn there guaranteed, but the player won’t know which node it is without help:
    2. Clearing Lich-controlled territory missions offer secondary bonuses to help you fight your Lich. This makes your decisions in the star chart more deliberate, and focuses the conflict around your Lich.

      These bonuses are things like:

      Weakens the level of Lich forces (exterminate,sabotage, hijack)
      Recovers some stolen resources (survival, disruption, defense)
      Reveals the position of the Lich (spy, mobile defense, interception)
      Makes the Lich super mad (capture, rescue, excavation)

      This not only helps add player decision to the conflict and focuses it around what they want to do with their Lich, it also helps lower-level players tackle theirs too. It accommodates both the players who want their Liches gone quickly, and the ones who want to make the fight last.
       
    3. Converted Liches can be used to clear territory and claim the above secondary rewards instantly, going on a cooldown based on their Rank when they were converted. Just some extra utility that helps them feel worthwhile. If they hit the node where the Lich was hiding, they fail and now the player knows.
    4. Liches start by taking over one planet. Every time they rank up, they take over another planet. Every time their territory is completely cleared, they rank up and take a different planet. Just like normal so far.

      Every time that a Lich takes over another planet, its weapon bonus increases slightly. It could also “obtain” a wealth of resources from that planet that get added to the player’s stock of recovered goods when they finally defeat the Lich. Perhaps add small baubles like Ayatans or Universal Medallions too.

      It offers the player a reason to continue to hunt Liches after they have their desired weapons, and emulates the Lich’s own growth. After all, they’re not only stealing from us, right?

     

    I hope I’ve adequately expressed the importance of the central issues to the Lich system, and demonstrated that you don’t need to take a hammer to the whole thing to fix them. I want to see this and other adversary/kingpin/nemesis systems become a strong feature for Warframe because I really do like the concept! But right now, they don’t feel as special as they could. Thanks for reading!

    • Like 3
  5. This is an issue I believe I have been facing ever since this update in June, Hotfix 25.1.2

    Quote

    Made alt-tab to Borderless Warframe re-acquire the mouse immediately (like Fullscreen).

    Many players appreciated this behaviour, but I've consistently encountered this frustrating problem:

    Warframe will continue to detect mouse movement and clicks through any other active windows that are on top of it.

    I am running Windows 7 64-bit.

    These are the conditions required to reproduce the issue, AFAIK:

    • Warframe has a UI screen active (any screen where the cursor is visible)
    • Display mode is Borderless Fullscreen
    • I swap focus away from Warframe using the taskbar. I frequently do this because it's the fastest way to access desktop or system tray notifications.

    I have a taskbar that auto-hides, but I have double checked and that doesn't seem to matter.

    As far as I have tested, all other actions that cause Warframe to lose focus work as intended. These include Steam and Discord overlays, alt+tab, win+tab, win+e to open explorer, mousing to my second monitor and clicking on another process, etc.

    It just looks like this one case got missed. Could you please fix this? 

  6. Congrats to everyone who made it in! There's a lot of wonderful stuff this time around, and I'm sure I'm going to grab at least one of these.

    I'm sure this has been said to death, but I cannot emphasize how much more I would be willing to buy weapon skins if they were compatible with zaws. Likewise, for the new armor bits, I'm anxious that what will fit great on one Warframe won't on another. The often-requested armor repositioning feature would give me great inclination to buy!

    I've seen cool stuff floating around the workshop, hopefully some of it makes it into next round! Don't give up!

  7. Please reconsider keeping the event as-is. I like the spirit and the core of it, and I think it is fun.

    But it's not just a matter of having the patience to obtain everything.

    Problem:

    • There is no reward for doing anything beyond just winning. Winning is really easy because Executioner kills won't ever catch up to player kills.
    • That means there is little incentive to pay attention to a match.
    • Combined with the grind, this means that AFKing is becoming common.
    • People really don't want to do the same thing for 4-8 hours. (8hrs if you already have the mods, 4hrs if you don't want the rollers either). And me, I personally want multiples of those rollers.
    • It don't think it matters that it's just cosmeticsPeople still want them, and they want them ASAP. They are still going to take the lazy route to getting them.

    Proposed goals:

    • Make the match more rewarding by encouraging active individual participation
    • Reduce the grind.

    Suggestions (each suggestion is meant to be considered separately):

    1. Have pearls randomly drop from executioners in significant quantities (25 or more). This would make players focus on killing to obtain more drops, and looting for personal rewards.
    2. Reduce the pearl costs significantly. Downside: May upset players who have grinded a lot already (at this point in time, not likely)
    3. Add pearl rewards based on personal kills. Downside: Promotes kill stealing, makes the event less fun.
    4. End the match at a kill threshold instead of having a timer.
    5. Add an endurance mode like other events. Give players lives. Make enemy levels scale. Give rewards for hitting kill thresholds as a team. Of course, this one requires a lot more work than the other suggestions, but with a leaderboard it would make competitive players very interested.

    I know you can file support tickets to report AFKers. I do it often. But I'm not going to write one after every other match.

    I know what I'm saying seems overblown. I'm only one person, but give me like a day and I'll be back with dozens of screenshots of people with 0 kills or damage dealt at the end of a match, who ran around firing blindly while watching youtube on their other monitor. I watched a guy bullet jump in a straight line from spawn to the edge of the map, where he drowned. And yeah, there are semi-afkers too, who know better than to trigger the AFK time-out, get 1-5 kills and then hide under a boat.

    • Like 12
  8. TL;DR:

    1. The solo-extraction timer has issues with operator (among other things), making me wish I could use a [x] prompt to extract instead of the timer.
    2. Leaving arbitration missions after death forfeits all rewards. I think you should be able to keep the main rotation rewards, as this is at least consistent with failure.

    Anecdote time:

    I am in a survival arbitration.

    I'm trying to leave the mission, because my squadmates keep splitting up and one of them has died. It's 12 minutes in, we're hovering around 44% and I frankly don't think we can go to 20, because nobody's near any of the life support pods.

    I get to extraction. The timer starts: Extracting in 30 seconds.

    It is at this point that all of the spawns decide to target me, so I'm standing there trying to not die. This involves moving. Even swapping to operator interrupts the timer.

    I spend 3 minutes trying to get a 30-second timer to tick down to 0, and for some reason it won't. I either get dragged or CCed outside of the extraction zone, or otherwise have to swap to operator to prevent myself from dying. There are a few times where the timer just disappears, and I have no idea why.

    In the end, I get killed anyways. I click [Leave Mission] and get 0 rewards, even though I qualify for at least Rotation A's rewards. If our entire squad had failed, I'd at least be able to keep the rewards for the rotations that I did complete. I understand that in the future, my squad might be able to revive me with the upcoming Resurgence mechanics, but suppose they don't even try. Am I expected to just sit there until they die? Even if they make it to the next round, my understanding is that I won't get the rewards due to the AFK timer kicking in.

    There are probably like 5 bugs going on here that led to this perfect storm of frustration, but two things concern me: 1) the ability to leave on demand, and 2) being able to keep rewards (just rotation rewards) in the event that you die and leave the mission. Technically a forfeit, but I think that if you have earned those rewards, you should be able to keep them.

    • Like 2
  9. I've just finished farming for Hildryn and have completed the Exploiter fight 6 times, 4 of them solo.

    What I liked:

    • Deck 12 makes for a really fun arena. I like that you basically already know its layout because it shares much of Fortuna's.
    • Those animations for ripping off Exploiter's body parts and exposing her weak points are extra as heck and I love them. Very nice touch, hope to see more!
    • The fight is not reliant on operators, amps, or archguns. While I don't mind them, I see the value in this fight being accessible to people who have not invested in those systems.

    What I think could be improved:

    • The deployed Thermia canisters are quite easy to accidentally break with Warframe abilities, including defensive ones.
       
    • The aboveground phase of the fight does not offer enough obvious feedback. I get the gist- keep the raknoids away, throw Thermia-infused canisters at Exploiter. However, I'm still not entirely sure how much the Thermia helps towards filling up the heat meter. It seems to accelerate the rate of heat increase, but I found most of the obvious losses and gains to be related to Exploiter's attacks. These feel strongly outside of player control. It would really help if the Thermia canisters added a discrete, visible chunk to the bar, instead of or in addition to what they currently do. 
       
    • The arena for the aboveground fight has a few issues. Exploiter likes to hang out near the dark, rocky mountain, and Coolant Raknoids can very easily sneak up from behind the rocks. Even when you do see them, destroying them quickly can be frustrating because they can hide behind terrain. I'm aware that Archwing helps for taking them out, but you still need to use the canisters they drop- not a viable solo tactic. 
      Several of the fractures can spawn on the road where Corpus units can patrol. Are they meant to be part of the fight? If so, they are conspicuously absent from the rest of the arena. Tweaking Exploiter's AI so that she stays closer to the white hillside would alleviate these things considerably
       
    • There is no way to queue for the fight. Plenty of people on free roam in the Vallis are still looking to do their Fractures or complete other tasks. While not technically a heist, I think adding matchmaking for it to Eudico's backroom would help.
       
    • To my knowledge, the footholds that you shoot to make Exploiter fall only exist at the very start of the fight. Adding these to the other side of the arena would be a good way to get Exploiter to stay still enough to bomb her vents with Thermia. It wouldn't necessarily speed up the fight, but would make aiming the canisters while under fire more manageable. Maybe she could reposition afterwards to make the fight a little more dynamic.
       
    • The device that you insert the diluted Thermia into to begin the fight could stand to be a little more conspicuous. I believe there is an identical asset elsewhere in the arena or in Fortuna. Personally, my eye was drawn to the flat area in the center because of how it was lit.

    All in all, I quite liked it. A few adjustments and I'd say it's one of the best in the game!

  10. For perspective on my opinions, I am a MR26 (1 weapon away from 27) player. I will be able to complete most, if not all of the nightwave challenges with little to no issue. I have the gear, time, and patience.

     

    Regarding acts

    What I like:

    • They get you to do a large variety of things you might have forgotten about
    • As always, multitasking your next objectives in Warframe is refreshing every week
    • There is some leeway for daily challenges, allowing you to catch up if you miss a day

    What I do not like:

    • The same leeway for daily challenges does not apply for weeklies. I would like to be able to catch up on the last week or two. I realize this fudges some of the scaling of the challenges intended to be done within 7 days- I think you could make challenges from past weeks count for less standing before they expire. Basically, I'd take something over nothing.
    • In week 2, the two 60-minute survival acts overlapped. While industrious players could get this done in one go, for everyone who couldn't, that was an instant rank of Nightwave they missed out on. I don't expect that felt good. I would like better logic ensuring that the goals for Elite weeklies are different enough so that if a player can't/won't do one type, they won't automatically write off similar challenges.
    • Many of the challenges require acts on an individual basis; ally kills do not count towards your kills for eximus units, etc. I don't think there is currently a problem, but I don't want this precedent to be pushed too far.

     

    Regarding other aspects of Nightwave

    Creds:

    • I am concerned that Creds are backloaded. New players need them way more than vets.
    • Compared to alerts, I feel there is much more effort involved to achieve the same number of rewards.
    • For the above two reasons, I think it would make sense to have fugitives drop a few creds. 

    The Wolf:

    • The Wolf is clearly intended to be targeted towards higher ranking players. I understand that the plan is to increase his spawn rate as episodes release.
    • However, this solution doesn't take into account that players might want to avoid him.
    • I think you should take a slight note out of the Acolytes. Keep a panel in the navigation pane that outlines a planet he has been spotted on, where his spawn rates drastically increase on each node. Change up that planet after a little while.
  11. I am aware that Heavy Weapons have slightly different stats than their base Archguns-- this isn't about that.

     

    The title is pretty self-explanatory, but to be very clear, refer to these two screenshots:

    Screenshot 1 (Config A - Corrosive)
    Screenshot 2 (Config B - Radiation)

    Under my Vehicles menu, I have the Imperator Vandal equipped to my Archwing slot (refer to Screenshot 1) and the same weapon equipped to my Heavy Weapon slot (refer to screenshot 2). They use config slots A and B, respectively.

    In Screenshot 1 things appear normally.

    In Screenshot 2, it looks as though the mods in Config A are being applied on top of the mods on Config B.

    Note the numbers in white vs. the numbers in green. The numbers in white are what my Config B should be. The numbers in green include Toxin damage, which is impossible with the mods you see there. The toxin damage could only come from the mods in my Config A being applied after the mods in Config B.

    I can confirm that if I change my Archgun slot to a different weapon or to my Config C (which is completely empty), I see my Heavy Weapon as having the stats that it should.

    This bug is purely visual- I have gone into missions and tried to pierce enemy shields with the supposed Toxin damage. It deals none.

     

    I suggest also testing this bug with two different weapons that both have Gravimags installed. I only have the Gravimag installed in my Imperator Vandal, so I don't know if this bug only happens if you select the same weapon to both slots.

  12. I noticed a post on the subreddit earlier today about a potentially related bug where the host entering K-Drive would reset the credit counter on certain Orb Vallis bounties. If it's no trouble, I'd like to tag @[DE]Marcus as he was mentioned in the post and now that he is aware of the issue, I think I have some insight to provide.

     

    When you hop onto K-Drive, you seem to become a separate entity with its own inventory. Items you pick up while on K-Drive will be lost upon exiting K-Drive.

     

    This is easily testable and reproducible by taking advantage of some convenient spore spawns near Fortuna's entrance.

    Repro steps:

    1. Enter the Orb Vallis and turn to your immediate left for some fast Gorgaricus & Mytocardia spore spawns opposite to the large pipe
       
    2. Destroy some Gorgaricus Sacs and some Mytocardia Sacs without looting their drops
       
    3. Pick up the drops from one variety of spore and check your mission progress to see what you've got
       
    4. Hop into K-Drive and check your item rewards. The list will be completely empty. That's because entering K-Drive appears to treat you as a separate entity, creating a new instance of your item rewards. This may be related to the same bug that happened with Operators post-TWW.
       
    5. Pick up other spores on K-Drive. Check your item rewards.
       
    6. Exit K-Drive. Note that you will only have the spores from the on-foot pickup and not the K-Drive pickup.
       
    7. If you mount your K-Drive again, one of two things will happen.
       
      1. If you mount the same K-Drive and check your mission progress, you will see the same spores you obtained earlier while on K-Drive in your item rewards.
         
      2. If you summon a new K-Drive and check your mission progress, you will see no item rewards. The item rewards seem to be tied to the K-Drive and creating a new instance of your K-Drive creates a new, blank instance of your item rewards.

     

    I double checked, and this bug is not purely visual. I took note of my spore count before and after this experiment, and I did not keep any spores obtained while on K-Drive.

    I believe this bug has been reported here a few times, but people were not very specific about the extent of the issue- they thought it was only affecting Cetus Wisps, credits, etc.

    Hope you guys can get to the bottom of this, thanks for your time.

  13. I likewise was not able to progress with the quest. I tried troubleshooting with advice from a few clanmates, but nothing seemed to help.

    Snip

    Upon reading more in the comments, I'm supposed to craft one of the parts and then return to the plains. Will try that when the component finishes in 12h. This wasn't clear to me, because Konzu did not have any special dialogue after Nakak told me to speak with him.

    My clanmates didn't have to wait for the second/third parts to trigger, presumably because they bought the Warframe, so the fact that they were able to do the whole quest in one session made it seem like you were supposed to.

  14. While I'm sure most of what I'm proposing is nothing new, I figured it would be helpful to lend my voice to the others that have requested these features before.

    1. We could use some signs! Just simple text displays like the Transporters. They could take up an increased amount of room capacity, if you're worried about people filling their dojos with custom string data. Also, it would be great if they allowed for special characters and punctuation-- Transporters don't. This feature would be nice so that we could place a little descriptive plaque next to each sculpture in a room, to give it a museum vibe.
    2. Increase the room cap! A lot of dojos are outdated, and reactors can take up a significant number of rooms. Some older clans may want to expand without having to sacrifice their old tiles. I would not mind if the room cap bonus increased with the tier of the clan. That way, you don't have to worry about allocating all of that data for 2-person ghost clans. Hell, I wouldn't even mind buying the extra room slots (in bulk) with plat.
    3. Spawn pads! Rather than the current handling of setting a specific room to be the spawn point, put this control in the players' hands. If there are multiple spawn pads, simply select one at random.
    4. Lighting intensity sliders. I'm not sure how feasible this one is, but one issue that I have with the dojo's limited palette is that it's hard to get a decent mix of brightness. When I'm looking for something intimate, but not too bright or saturated, my options are basically browns.

    I've been very impressed by the dojo updates over the last year, and I'm excited to see support continue. The community and devs alike have done such fantastic work, I really think Dojos are one of the most impressive draws to clans, and to Warframe in general.

    P.S. If old rooms get repurposed for new content (such as potentially using the Observatory as a railjack dock, or the Solar Rail research labs for the kingpin system), could you let us know in advance so that we aren't forced to do emergency redecorations? Heads-ups for new room types would also be very welcome.

  15. Absolutely thrilled by Venus and the K-Drive! While I liked what I saw, I think it was missing something that makes a lot of 'boarding special and exciting.

    I'm talking about grinding! And I mean grinding on railings, not grinding for resources! Having a fast method of transportation is welcome, but going fast is not what people look up when they google skateboarding and snowboarding. They want to see the technical tricks, and I want to do them!

    A long while ago, there was a hoverboard mod for Gmod that had a pretty neat feature: holding crouch would turn off the hover thrusters.

    For as long as you were crouching, you would slide across the ground on the steel board itself. Simply releasing crouch would reactivate hovering.

    The things that this feature achieved were numerous:

    1. You had a natural, intuitive way to brake
    2. You could grind/slide on top of railings and corners for style
    3. Releasing crouch while in contact with a surface would propel you away from it with extra force (to correct the hover distance), letting you perform higher jumps or even wall bounces
    4. Unique to this mod, holding crouch and W/A/S/D would allow you to manually rotate -- this let you perform flips and spins in mid-air (and wipe out on a badly-angled landing)
    5. It allowed you to drift

    A similar idea was used in Twilight Princess's downhill snowboarding section: you held crouch to prime a jump and then released it to cross gaps.

    IMO these translate very well into Warframe's dynamic of crouch-sliding and bullet jumping. Before you're about to cross a gap, you hold crouch to get closer to the ground and jump at the last second to propel yourself further. This could also be simplified into the same input as bullet jumping, though that might be what's used for tricks in the last iteration we saw.

    To be clear, I would still expect jumping and even double jumping on K-Drives to exist as standard inputs.

    Personally, my favourite part of the mod was point #4 on the above list. It let you manually angle your landings and attempt your own ridiculous triple flips off of tall slopes. The time you could sink into trying to get those flips and wall jumps to look good made actually executing them look and feel very impressive!

    While I trust that the devs working on K-Drives will make the experience as fun as possible, I thought I'd throw an idea out there that could make it even more fun. I hope someone is able to try implementing this to see how it feels. And I hope that if they do, they find it to their liking!

  16. Zephyr main here! I am quite optimistic to see these changes in action. Feel free to use my Zephyr!

    However premature, I do have some comments I'd like to make:

     

    Tail Wind's changes look to be quite good! All I'd ask for is the air-charge mechanic to also exist while she's in the air, and maybe to apply the Dive Bomb mechanics wherever she impacts with the ground. In fact, I would emphasize the charge mechanic of this ability for multiple reasons:

    • Freezing during the charge allows Zephyr to better navigate normal tiles -- you could recast and charge after a Tail Wind to brake midair and turn corners.
    • Charging could apply the Dive Bomb effect instead of looking straight down, as it allows for Zephyr to aim at crowds of enemies not directly below her
    • Using smaller charges would also allow Zephyr to control how far she wants to go, instead of always flying at maximum speed into walls and corners
    • Charging would allow you to scale the damage and radius of the ability, should you ever decide to make an augment that focuses on damage or CC.

    I'm cautiously optimistic for Air Burst, but will reserve comments until I see more of it in action or in game.

    Tornado has some changes to it that are extremely profound. Nearly everything you've added sounds fantastic. Take the following comment with a grain of salt, of course, because I haven't had the opportunity to play with the changes, but there's one radical change that I think is way more powerful than you're anticipating.

    Quote

    shooting Tornadoes will do damage to enemies trapped inside

    Initially I thought this would be very powerful, but upon seeing it in action, the Tornadoes don't seem to be very steerable. If that's the drawback for the crazy damage potential, things should be fine.

  17. I feel like there should be a reverse side of the Fishing/Mining resource requirements question.

    For instance, I think that the requirements for obtaining fishing and mining equipment, gear, bait, etc. are all quite fair.

    However-- and this is despite really, really enjoying fishing personally-- I don't think the resources obtained from them are used in a fair manner for other content from the plains.

    I understand the need to interconnect the resources between the Ostrons and the Quills to pace progression through the Amps, and I understand the need for more valuable resources to be used to create more valuable objects like Zaw parts and Arcanes.

    But I think that tying resources from fishing to these rewards, at least without an alternative avenue of acquiring them, is a mistake. I know that you can trade for and purchase fish parts with plat, but I feel that this only serves to further turn off players who dislike the fishing system. I've made a decent sum of plat by trading fish, and many players buying them from me complained about the system being tedious, boring, and/or unclear. I think including one or two more ways to acquire fish and minerals, such as in bounty vaults/caches, would make people feel like the alternatives of plat/trading were less unfair.

    That been said, again, I really do love fishing, and I'd be overjoyed to see more fish. But I wouldn't want new content locked behind having to fish.

  18. Recent changes to the Simulacrum and Captura systems have made a lot of their features overlap. Do you think it would be a good idea to fuse the two into one?

    The features you've been developing for them: multiplayer, friendly fire, enemy spawning, AI pausing-- they're the same systems. The differences between them are so minor: the simulacrum lacks time/camera controls and different scenery, Captura lacks numbers and Health/Energy/Ammo refills.

  19. I am able to consistently reproduce this bug.

    The trigger: Clicking on "Preview Companion" in the incubator menu.

    The problem: This makes it so that the three buttons, "Remove From Stasis," "Preview Companion," and "Exit" remain on screen. This can interfere with menu functionality, sometimes locking me into menus and preventing me from leaving them with Esc.

    I can use the upper left options icon to enter other parts of the orbiter. Going into Navigation and entering a mission fixes the bug. Selecting Arsenal and then leaving restores my ability to walk around the orbiter and access other menus,but the three buttons remain onscreen. Selecting certain menus will lock me into them again, leaving me unable to exit with Esc.

    If I try to force the Incubation menu to close by removing a companion from stasis, I remain locked in place and no longer have access to the options icon. Esc is unresponsive. I can access and interact with chat, but bringing up any new menus at this point makes it so that they cannot be closed by any means, leaving Alt+F4 as the only available solution.

    I tested the trigger a few times, and it didn't seem to matter which companion I tried to preview or whether I had one out of stasis.

    Here are two images displaying the problem and the buttons stuck on the UI.

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