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ScorpDK

Grand Master
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Posts posted by ScorpDK

  1. Last week, I helped my sister do the Rising Tide questline to unlock her Railjack, and at the very end, she tells me there's something creepy in the back of her ship. So, I join her and her Reliquary Drive is transparent and the content visible. As it should be, apparently?

    Mine isn't. Never has been. I did the Rising Tide quest back when it first came out and I don't even remember if I ever got the quest to get the "Reliquary Key". The RJ is fully operational, everything works. I've pretty much done everything but the newer Veil Proxima missions with it.
    But the Reliquary Drive is still fully opaque with void energy effects. Tried replaying the Rising Tide quest, but the questline ends before you seem to get to the part where they ask you to interact with the drive and send you to Lua to obtain the "key".

    Is there some workaround to fix this, or am I gonna have to deal with this bug forever?

  2. I do think the Dante nerfs were excessive and should be dialed back somewhat, while DE takes a closer look at the core problem behind (some) of the complaints.

     

    For instance, instead of heavily lowering Dante's Overguard accumulation, fix the problem people actually have with someone using Dante in their group - it affecting gimmick mods or abilities that require the Warframe taking direct HP or shield damage. 


    Eg: Rage. Since its inception, DE has added more and more mechanics that completely prevent or heavily restrict the usefulness of this method of energy generation. Overguard being the latest offender.
    Shields, Overguard, Ironskin, Adaptation, etc. Even your Warframe's own armor stat negatively affects the Rage/Hunter Adrenaline. This has not changed, and I think it's high time it does.

    Rework the abilities' and mods' function to something that works even if you're affected by an extra protective layer that may come from another frame. Nip the problem in the bud, instead of just waiting for the next support/defense frame to show up and the problem repeating itself once more.

    • Like 6
  3. I'd like to recommend that, at the very least, for the affected regions you could offer the Prime Access packs and Regal Aya at their old asking price but stripping out the Platinum (which, iirc, is the ONLY thing you can actually trade), to protect the market without completely screwing the LATAM / MENA crowd. 

    It's a compromise I think many would prefer over being asked to pay 2-6 times as much as they did previously.

    • Like 2
  4. Minimum wage in Venezuela is around $100 per month, if not less. In other words, around 3-5 USD per day.

     

    While I personally am not affected, for I make and spend in USD anyway, my sister that started playing last month was thrilled to see the old prices and compare them to what I would have to pay and bought herself some Royal Aya right away to jumpstart her journey with the Prime resurgence packs for Titania, Banshee, Gara and Mirage.

    She just contacted me because she checked the game and was shocked that now everything in the store shot up in price by double or more. She is absolutely not happy about this change. 

    Not a fan of this decision. I know why you did it, but it feels like this was not the best solution, regardless.

    • Like 11
  5. Generally, pretty happy with the overall performance of the Command Intrinsic system, aside from some annoying bugs and/or flaws, including:

     

    Bug: Gunners can potentially vanish while inside a turret. The turret stops working, you can't order them off the turret, nor manually take control. They will cease all function until you do the main mission inside the enemy ship/base, which resets the ship and AI crew.

    Flaw: AI doesn't aim for cruise ship shield nodes, sometimes happily firing forever at their shields rather than take out other ships that CAN be damaged.

    Flaw: AI doesn't fire at Railjack-Team specific mission objectives (radiators, etc), sitting idly as nothing else happens aside from the eventual Ramsled attack.

    Flaw: AI Engineers currently only repair and are otherwise just aimlessly wandering. They should maybe be given another task automatically when nothing needs care, be it manning a turret that's not in use, or working the forges (maybe expand the UI with an option to tell the AI what priority your resources should be replenished, High/Normal/Low/None)

    Likewise, Defender is the only role that usually has no purpose until you reach the higher difficulty missions where Ramsleds managed to reach you before they blow up, otherwise they're just not contributing to anything.

     

    Suggestion: Add context-sensitive orders for when you are the pilot, to tell the AI to focus-fire or use the forward-artillery to take out a targeted weakspot/disabled cruise ship. If you're out of charges for a given weapon or ordnance, have Engineers automatically run over to restock it right away, if possible (unless they do so automatically via the above mentioned priority resupply option)

  6. I personally did like ALL of the upcoming changes, so I'll praise you on that and hope you continue to balance things with the community's feedback, because you need a large enough testing pool to ensure that you cover the bases both for casual players, and the min-maxing endgame players who needs everything tuned JUST RIGHT before they're happy with their loadouts.

     

    That said, there's 2 more issues that I could think of that still need fixing:

    1. Stealth

    Atm, enemies' reaction time and aim is godlike at higher levels, which you already touched upon in the devstream itself, but this also emcompasses their alertness time, to the point where the AI is alerted by a bullet punching through the guy behind them, before it strikes the AI itself, instantly murdering it. Yet the AI was alerted already, and the Stealth XP modifier is broken.
    In fact, the AI is alerted by the very bullet that kills it. 
    There should be some leeway and a grace period during which you can shoot an enemy without alerting it, as long as it dies in the process. (half a second?), that retains the Stealth Modifier, and doesn't alert anyone nearby unless they strictly saw the murder happen. 

    This would make automatic weapons able to be used for stealth when a silencer mod is equipped, too. As long as the bullet hail kills them before they know what's going on.

     

    2. Punch-Through VS Hitboxes

    Right now, you can have infinite punch-through, and shoot through hundreds of enemies in a single pull of the trigger,- yet, you cannot shoot through a Grineer's Neck Armor, or anyone's limbs, in order to hit their head behind it. The damage is dealt to the first point of impact, not the most vulnerable point in the projectile/beam's trajectory. IMHO, it should prioritize the most vulnerable spot, always, if it punches through deep enough.

    It makes no sense to line up 2 Grineer, fire the shot, it deal relatively little damage to the grineer in front, passing through his head, then hitting the head of the guy behind him, and popping it like an overripe melon for an insta-kill.

  7. Leveling my new Ivara Prime is EXTREMELY tedious with the broken stealth modifier, being forced to stalk single enemies with your melee until you unlock the Sleep arrow, because you can't just shoot someone in the face anymore, unless they're completely oblivious to the entire world's existence.

     

    Stealth XP Modifiers were always iffy, mostly due to the AI lacking any sort of "grace period" during which it ignores additional damage instances before triggering the alerted status, which made shotguns, low-damage-high-ROF or burst-fire weapons, and anything with multishot almost impossible to to run through Stealth missions with the modifier maxed out, unless you used frames with Hard CC abilities like Sleep.

    Which is funny, because the big damage indicator that shows the damage they took, DOES only show the lump sum, rather than damage-per-pellet. 

     

    So, yeah, DE. When you're fixing this (and hopefully soon, and not SOON(tm)), fix it good. Make it work for all weapon types. Stop alerting enemies to things that literally tear them to shreds instantly or explode them, because at that stage nobody would go "Oh no! I died! SOUND THE ALARM!" 😕

     

     

  8. As of several updates ago, something broke the Stealth Kill XP multiplier, and it no longer works unless the target has been fully incapacitated via Sleep, Ensnare, or other similar abilities.

     

     

    Previously only Multishot-modded weapons or shotguns would break the Stealth kill multiplier due to an oversight related to multiple simultaneous hit registrations coming from the same shot, unless the target was fully incapacitated. (lacking a "reaction" grace period of a few milliseconds, where all damage instances can apply BEFORE they get alerted)

    Now it happens no matter the weapon or the mods installed, it is simply impossible to get a Stealth Kill multipliers going unless you play a frame that can disable the target.

     

    EDIT: Note that this doesn't apply to melee stealth kill prompts, those still work fine, but anything else does break it.

  9. I originally wanted to keep the old frames around, but when the list got too bloated, I ended up selling the non-primed versions.

    Now I only wish DE allowed you to hide the purchasable frames from your arsenal if you've mastered them already, so I don't need to be wary to accidentally buying an old frame during a moment of stupor as I scroll down to the bottom of the Frame selection menu.

  10. The cipher to enter is not badly explained. The wheel even lets you know when you entered a combination you've "seen". In the first cipher, it also shows you the 3 symbols you obtained from the 2 pairs, to give you the "hint".

    It's pairs of two symbols. each symbol exists only once in the wheel, but is present in 1 or 2 pairs. If the symbol only exists once, it's either the beginning or the end of the chain, and then you go filling out the rest by comparing the pairs you have. If you wait too long, Ordis locks some of the dials and it becomes child's play.

  11. I don't quite see how people can even be toxic in trade chat, given how a message is gone within the second, so having a battle with someone in there feels really, really difficult.

     

    To be fair, the solution to these prices is, simply put, increase supply and reduce demand, by both making rivens easier to obtain, whether be it via gameplay, or a better trading system. In other words: An Aunction House.
    List items, set them as fixed sales or auctions with a optional auto-buy price and listing fees. Want to list an item for 2000 plat? be ready to pay a percentage upfront to list the item. If it sells, you get part of that plat back. If it doesn't, you lose that plat. This drives down the incentive to list items at abhorrent prices because you know you'll lose money if nobody can afford it. Similarly, with an AH, the ability to browse, search and sort makes it easier to find the items you're looking for, and make sure you get the best available deal. For vendors, that means undercutting the competition by listing items for cheaper than the other vendors.

    Of course, this system needs tweaking, but it's a start into a more healthy trading system.

  12. Guys, help. I picked up Warframe this morning, played for half an hour then grabbed a kitchen knife and now my entire goat herd, the sheep and cows are all dead...and none of them dropped a single mod, and the knife is still level 1! HALP.

     

    Oh wait. That didn't happen. I have played for hundreds of hours and I haven't hurt a single creature bigger than a spider.

  13. The plains may not fit your idea of sci-fi future battlegrounds, but neither would the outdoor areas on the other planets if you take away the Corpus or Grineer architecture that make up the bulk of those tilesets.

    Atm we know little of the Corpus City, but I assume there will be no mining / fishing, but rather you have to find these materials in other ways more befitting a sci-fi cityscape.

     

    Besides, I've been here since open beta started, and I won't be going anywhere, anytime soon. So please do not speak for me, or any of the players that still enjoy and support the game and the developers. Thanks.

  14. Overall, liking all the changes. Not sure if they're enough to help them stand out and get picked more, but we gotta test them firsthand to see just how impactful they really are.

     

    Loving the Zephyr changes, tho. The hovering in midair and projectile attack sound quite interesting :D (totally not saying I saw those two coming / mentioned them in chat several times, but I did XD)

     

     

  15. One slight tweak I'd like DE to consider, is to change the way punch-through interacts with mobs, giving bodyparts / weakpoints a priority list, in which it picks the most damageable part before dealing damage.

    When a hitscan weapon or projectile with punch-through hits an enemy, it traces the full length of the shot as it goes through the target and sees if any weakpoints are being pierced, and picks the highest damage multiplier out of them in order to deal damage to that part, rather than any other point in the trajectory. This allow you to fire at an enemy who's flailing his arms in front of his face, and actually deal headshot damage, even if their tiny, insignificant glove/tentacle waved into the path of the shot. Or fire from a lower height, through an enemy's legs and chest and still hit the head, if the punch-through value is high enough to facilitate such.

    Realistically speaking, hitting several body parts would probably deal damage to them all, but that's just really OP and probably a nightmare to balance and optimize, so picking a single, highest-priority weakpoint, if any were hit, is probably the better option.

    This helps situations where the current system makes little sense, such as shooting two Grineer Lancers that face each other, lining up the shot as to hit both of their heads, but the bullet impacts on the first Lancer's neck armor, then passes through his head, and into the face of the 2nd Lancer, whom instantly dies from the shot, while the first is merely damaged slightly.

    As it stands, it makes little to no sense as to why the 2nd guy would be dead if the first guy's survived a bullet going through his entire skull with zero issues.
     

     

  16. 1 hour ago, AuroraSonicBoom said:

    Warframe and Operator gameplay has to differentiate itself in some ways, and reduced Operator mobility(not counting void dash since its a limited ability) is one of the core elements that sets those playstyles apart. Operators don't need to handle exactly like frames or even better in that sense. Also, learn to aimglide/void mode on touchdown.

    Still, a bit of better forward momentum during a sprint-jump would be appreciated. Kid loses almost all momentum the second you hit the jump button.

  17. Just now, Miser_able said:

    Well they are the only ones not wearing something meant to help, IE grineer metal legs. 

    Maybe, but even the Rescue Targets, which are just normal humans (?) in bodysuits can perform warframe-level leaps (tho that's a game mechanic, breadcrumbs to allow them to chase after you at all times) and fall hundreds of meters, give zero damns about gravity XD

  18. There are frames with much less useful passives. Vauban comes to mind.

    Ivara's passive, combined with Animal Sense, and/or dedicating some mod slots on your frame for even more detection range, makes her an amazing battlefield surveyor. Knowing where containers and enemies are located without having to run into them first, helps immensely.

     

    While I would appreciate seeing enemies through walls to some degree, yes, I also see the problems coming with that. Including the fact that DE optimized the game over the years.
    One big, glaring issue is that even with your scanner in hand, you CANNOT see enemies in other rooms until you open the door. It visually culls them from the game until they become relevant, to improve performance, most likely. Which would make this passive rework clunky, buggy and heavily unreliable.

    I'd rather get an item from Simaris for my loadout that upgrades the minimap / sense to show little energy pulses where detected enemies are located.

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