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fr4gb4ll

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Posts posted by fr4gb4ll

  1. 18 hours ago, Kingseesar said:

    Update (Partially Fixed and New Bug?):

    As of Hotfix 27.3.7, there seems to be improvement on the aerolyst bug, but new issues have occurred that may be a new bug. Now, the aerolyst still flies into the environment, which I assume is a bug and not meant to be normal (meaning the aerolyst will disappear into a tree or rock for a cycle of its attacks), but it doesn't seem to get stuck there and not be able to be shot/killed. I still assume the time that the aerolyst is vulnerable seems extremely short, less than one second, but maybe that's just a bad design choice and not a bug. 

    The new observation (which may or may not be a bug) is that three times out of five, the aerolyst has not spawned at all. No complaints, as I truly dislike this enemy, but I assume that's not correct, unless there is a spawn chance that is extremely high and I just got lucky multiple times in a row. Typically, the aerolyst starts spawning between the second and third invulnerable phase of the Conrdix in the third wave of the ground attack. I have run five successful ground attacks missions in row (since hotfix 27.3.7), reaching wave five or six (solo, oplink sometimes gets destroyed, most often regular extraction), and I've only seen two aerolysts spawn (both at the aforementioned point in the mission).

    Regardless of the new (potential) bug, the aerolyst situation is definitely better, though, as I can now finish the mission consistently without being timed out due to a factor I cannot control. Thank you for the forward motion with this bug!  

    the aerolyst glitching through walls is indeed an annoyance in the ground missions if its destruction is needed to procede - i would have been a better design to spawn more redundant sentient between the stages so that even if one or two of them fly away (yes, they do this too pretty often when pursuing some grineers to the other areas) or glitch into the walls (and even the ground) the next stage could comence... afterall, there is no need in space either about them buggers being around while we deploy the oplinks.

    as for getting rid of normal working aeros, sou should consider not using slowfiring weapons and also use (if you have) the magus lockdown arcane with your operator (via void-dash) this will make destroying the belt far easier. also, you cloud use weapons with a big hit-box area (like the fulmin or the plasmor) which can make short work of most belt canister at once.

    one more thing to consider: if you play as limbo (which is the most solo-choice of a frame), there seems to be a bug that makesit impossible to do damage to the belt at all if the aerolyst is inside the rift - so deal with it outside of the rift.

    • Like 1
  2. 2 hours ago, KoopaTehTurtle said:

    Ah my mistake I forgot to put into my post that this is an Ally Lich (when you convert them to your side). The lich will use the 'plasma eruption' but it will target you and pets and not anything else.

    in this case, i can only think of this would happen when you and/or your pet got a radiation proc. theoretically it also be the other way around, that the lich got radio-proced, but as far as i know that should not happen... who knows tough... it might even be that the lich got radio-proced before and 'forgot' that you're not an enemy even after returning to normal - or in other words: the status mechanic on the lichs are buggy... which they are (or were) indeed. at least they have some 'special' rules on them in this regard - might be that DE made a mistake (or two) in those special rules.

  3. 37 minutes ago, ShichiseitenYasha said:

    Missed the right feedback forum,

    and which might be the right one then? weapon or mods... oh wait , we don't have that one ^^) i suggest a new section: 'DEs thoughlessness'

    and yes, it sometimes seem they throw dices when deciding what should fit where... or worse, they lost the overview of their own game a long time ago (due to not really ever playing it themself?)

  4. really now... idk who is the joker that decides on what mod can used for any weapon, but why, for sanity's sake, is 'terminal velocity', a rifle mod nonetheless, viable for most hitscan weapons but not for the basmu which would profit from it? is this yet another lame-arse move like the 'split flight' thing with the bows?

    and before any wisearse states something about "nothing should be in the exilus slot  that improve the dps...": first off, that can be said to any mod there is, second, 'tv' is already an exilus mod...

    so, i'll just assume this was an oversight, yes? lucky for me that nowadays i check first what mods a viable for the exilus slot before minlessly buying an adapter for it...

  5. 1 hour ago, Radiofloyd said:

    If you're smart about the way you build things, there's really very little change ever required. I would easily adapt.

    and i would say: stop complaining about every little change - if it's indeed too powerfull (which it isn't in my book), then DE will do fine with just 'adjusting' the values a bit. though that might still lead to viral being... well, not crap again, since it never was, but to not being the one solution to everything - but that's only in the heads of all those min/max banker anyway...

  6. 9 hours ago, Radiofloyd said:

    Viral still invalidates most, if not all changes to status. I think it really does need to be brought back down to achieve balance.

    Gas is also overly weak, and needs a much higher damage rate, or to work similarly to how it used to (the clouds proc gas dot, without creating a new cloud, for example). As it stands, lightning damage is better than gas in every case, and that's bad. 

    I also think impact really should raise the threshold for parazon mercy, a bit at least, as it's still really hard to get the enemy to it. I think that could create a new interesting niche for it.

    yeah right, lets change everything again just when we formated all our equipment for it... great idea... will you forma all our stuff and level it too, since you asked for it?

    • Like 1
  7. On 2020-03-25 at 3:57 AM, VintageBones said:

    I have a complaint about the drift mechanic in railjack. The problem is that when you stop "drifting" you dash in the direction you're looking rather than the direction you're going. That's not how it works in space. This is not a giant race car, it's a space ship. We're not on a road, we're in space. The way it should work with proper physics is that it should dash you into the direction you were already going, not looking. The fact that it sends me the way I'm looking is inconvenient because of all the times I've been boarded because of it. Let's say you're trying to keep your enemies in sight. Let's say there's also a ram sled coming, so you do a reverse drift to keep them in sight to shoot them all down, when suddenly you get yeeted forwards into the ram sled. You not only have been boarded, but surrounded by the other enemies and are having a bad time. Please take the time to change that one aspect of drifting. I have lost count of how many times this has happened. I love piloting, so the fact that my job is to control the ship but this makes it harder to control makes the pilot's job (mine in this case) harder for a ridiculous reason. It's counter-intuitive and needs to be fixed.

    (also I know this probably isn't the right place to post it but how can I guarantee that I can get your attention, but fixing this will make operation scarlet spear easier in a way)

    I sincerely thank you for your time and hope you fix this rather annoying mistake (take your time though, just being told it'll get done is enough for me)

    From yours truly, VintageBones.

    it's the right place to post, no worry there - but this has been a complain since the first days of railjack. idk if the devs don't know about newton law or if they don't care about it in the first place, but certainly there is no positive use for this boostjump in viewing-direction that i can understand (ofc, it's good if you only ever want to sprint forward but don't dare dodging boarders with it ^^)

  8. well, after playing the event to the point where i'm not getting much more fun out of it... at least for now, i'll provide what my thoughts are about it. I'll try to left the (seemingly) bug out of this, but no guarantee since you never care to have an active list of known and/or acknowlwdged bug running - therfore it's hard to know if some strange or annoying behaviour was intended or not.

    A. the relay

    • overall it gives a good vibe to me. the visual information there are quite good but still not good enough. e.g. i want to know who and with what frame is in each mission - not out of curiosity but because i want to be able to adapt my own loadout before maybe joining a squad...
    • ...which brings up the sore point of joining right here. it's fine that at least we now have the 'option' of joining a space squad instead of getting a random result (yes i know one could always stop the loading like in normal missions too - even though it might be to late then) but why can't we get the same for the ground teams? and far more important and in coherence to the point above: we need to actively choose from any viable squad we could join and with the information shown right there who the other players are and with what they are inside the mission - i swear i got tiered real quick getting into mission with 3 other limbos or frosts or the otherway around, getting into a team with no frame able to adequatly defend the oplinks... this is not necessary since you have all the information we would need to go in prepared. and asking around via the relay chat, though an option, is so terrible for even finding an open squad that could invite you (and don't forget the time is ticking to even be able to join up). add to this the constant message spamming about who send or recived any code, which is a nice idea, but making any kind chat activity a major pain in the arse in the relay chat. so no, we do need all the said information and choice about open squads in the join console... actually, this is what the whole game would need per se, not only the event - maybe keep this idea in your mind for the futur?
    • a major headache is the often randomness of which relay one gets to - e.g. i choose to travel to relay 5 but end up getting to relay 69 (not that i mind that, since it always hard to get into this particulary instance ^^)  this wouldn't be too much of a problem if not for some little details like the relay might not even be battle active (player or battle wise...) and not to speak of all thepossible problems (from game or real life) that forces you out of a relay for a short time and then making it hard or impossible to get in there again to resume ones point-streak. and no, this is usually not because the relay was full - yes, i did ask team mates about this who where therw and waiting for my return. ofc, in this cse they could just re-invite me, which they did but more often than i care to remember i was not in privat communication with team members when a bug forced me out of the relay, so that i could be re-invited in. beside that even though we get shown which relay we are in when 'landing' in it from outside or after a mission, this is easily forgotten or over look and since the random relay join does not guarantee that you e.g. really got into the choosen relay 69 but rather on 96, it would be nice to have the relay number shown all the time in main hall - or better yet, somewhere in the players post-battle screen... which btw should be viewable after returning to the relay, just like we usually can do afer returning to the orbiter.

    B. in space!

    • first time that railjack was part of an event and it went... streaky. i love the idea of new enemies to fight with my on-the-top ship and the sentient ships though only few in typs and numbers are feeling quite good - nimble and fast (though about the fast, that might be a huge minus for many players) and their 'reassemble' ability is great and likely will be a pita if we ever get lucky to fight those things in a big, furball space battle. that said, things are fine (beside bug which i promised to avoid mention) until about you done the 3rd murex and realize that your top gun aramament somehow starts to lack severely in firepower... not only against the sentients but even against 'good 'ol' meathead grineers which ofc, only then start to pouring into the mission. taking the time to fight against enemies in outer space suddenly stop to make anymore fun and, on conection to the silly time limit we have, leads to the squads just flying from murex to murex and back to the relay. unnecessary and unfun - you could have done far better than this and i really don't need to suggest any ideas for i'm sure you know all to well.
    • the satelite... some things here might be bugs or they are just poorly design choices but let start with the obviously intended choice: it's ok that we have to carry or tow or whatever it is we do with the satelite and not being able to fire the pilots main weapons, but it's not ok that the damn thing is vulnerable only then. i'm not just speaking of the extra frustration of solo players (regardless of intended solo play or 'forced' because no one joined up) but in general. somehow the enemies have uncanny accuracy even when the jack is boost-drifting like mad (if, but later about this...) and can hit the damn satelite quite well. at the very least, let the thing be invulnerable as long as the railjack is shielded too - we do have it temporarily as part of our ship afterall...
      • next in line for the satelite would be its marker. i said this above in another post up there, but the 5-6 klicks are to less for it. it might be a bug - or might even be fixed already, idk since now i tend to keep in it's proximity all time when flying (if 'fixed' just forget about this one) or it might be intended in which case i have to ask wth? the thing can get easily out of shown range if one wishes to fight those op-forces around in space or if someone stayed on / returned to the ship and is fighting around while the rest of the team is in the murex. i have too many cases of easter-egging the damn thing that i don't care for this years eastern anymore.
      • the satelite likes to... 'explode'? go poove? vanish into the quantum-foam? whatever it does and it's likely a bug (i hope) it happened far too often that without any enemy around, it's suddenly gone - and if you think that it might be because our fleet was victorious and that was the reason for it - think again... it does exactly the same thing when the victory is archived, yes, but more often than not this is not the case and you'll see this when you return to the relay. on a side note, please include a general status of the operation (how many murex are gone) on our gui - not only in the racing yellow messages which we shouldn't be looking anyway at while in a squad on a mission. my guess for the 'disappearing' of the sats is that somehow a 'wrong' signal was send or interpreted by the host about the fleet being victorious, even though that's not the case, and the damn thing goes away therefore. i suggest removing this whole mechanic and let even in case of victory the team hunt and destroy all remaining murex on the map - who cares about some extra kills anyway? not me - but i'm sure people don't like getting cheated out of their efford due to some glitch.
      • the satelite being vulnerable isn't per se a bad thing, but then make it a fair and essential part of the mission: forcing part of the team to actively defend it - but ofc, for that being even possible you need to fix/change/add some things (in case you will re-use this event) like better armament and equipment to deal with the much higher levels in spacefight, the above mentiones active choice of joining a squad and also a far bigger time-window to do so. also maybe some mechanic to repair damage to it (and ofc, make the damn thing far more sturdy)
    • the infights between sentients and grineer are fun to watch, but i've yet to see the seemingly stronger sentients to whipe their behind with the meatheaded clones... on the contrary, usually the sentients get owned by them and not one CS was somehow destroyed by (possible) sentient boarder... wht are we the only ones who get all the attention anyway? usually both sides even ignore each other when both arriving in our ship at the same time! - and let me tell you that happens a lot. just for the fun of it, i played solo as ivara and went right invisible after being recalled from the murex just to witness both sides unisolo in peace and harmony trashing my ship together... ofc, i put a stop to this right away, so it might be they all were just shorsighted?
      • on this note, why don't we get grineer boarding parties into the sentient ship - even if only after they arrive around 2nd or 3rd murex? it doen't have to be a constantly grineer boarding party-streak, but maybe something like the reverse of the ground fight, with small but though groups of them in intervalls of us (the tenno) sending out the kill-signals. afterall, grineer seems to love nothing more doing suicide ramsledge-rides into anything that moves - or not moves...
    • it would be more fun, though insanely hard, if there were no 5-murex-only restriction for the space battle. even with limbo only teams the oplinks would be destroyed at some point... or the team itself. just keep scalling up the enemies but also do so with the points earned - the longer, the better the earings. maybe make entering the murex impossible until we got rid of enemies outside of it... ofc, that brings back the issue of inadequat weaponary for our railjack...
    • why do murex have no defense turrets/cannons on the outside... should the oh so mighty sentients be defensable by a few figher only? well, ask the grineer about that ^^)
    • please remove the auto recall after driving off a murex - i lost countless copycats...ehm... companions thanks to that stupid mechanic. how? easy: the bloody things get themself downed quite often in just the few seconds after the last code was transmitted. and guess what? you can't rescue them because you where omni-recalled back to jack by scotty-cy. no fun... either give us an timer to return on our own before suffer the fate of sailing to wherever the sentient ship fly off to - and this would be still enough time to revive the little bleeter and run for the exit if we lack the omni recall since the map ain't that big - or, do what should be obvious and beam the cat back out ot the sack/box/whatever you like if you being schroedinger...
    • also, let only the host be able to use the railjacks navigation AND give out a 3-5 seconds warning timer before the start of the transition - this way you can prevent a lot of glitches that happen because of this - not to mention some negative response between team members for doing this.

    C. the groundhogs

    • not much to say about the ground part of this - it's pretty much straight forward and without much suprises... which might be a good thing but sadly makes it also a bit boring in the execution. it's even more meta-bound than the space part and thus gets old very fast despite of the turbulent fight (and finally some more infighting between the two enemy parties too). a few more suprises would have made this part more interessting - you sure don't lack the arsenal of effects in the game, why not use them to spice up the fight?
    • why had it only be the earth being the only target in the system? it would have been far more fun to take the fight everywhere, even to corpus or infested territory - imagin even free-for-all fights between sentients, grineer, the corpus and us in the middle of the chaos... not only would we had to fight in different sceneries but also against more variaties of opponents. surely the overgrown earth can't be the sole target of the sentients...

    D. general stuff

    • i miss a chat between corresponding ground and space teams. not to yell the other side to hurry up... well that too ^^)  but for more friendly banter too - without shouting it all through the whole relay coms. as far as i could see one space team and one ground team were linked together until one or the other returned to the relay, then another team filled the gap - or in case of on side of the operation being undermaned (which usually is the case atm) switch them together dynamically even if that means having 3 or 4 squads in the channel at the same time. this would give of the vibe of really being 'in it together'.
    • i know this is likely not technically doable at this time, but hey, this is feedback, right? make it possible to dynamically switch between ground and space team (which are linked together as said said above) without the need of both returning to the relay. this would really make this a joint-operation. ofc, that is only possilbe if one or both sides lack the full team capacity and would neither allow to more than 4 ppl on one side at the same time or zero at this... likely best to dissallow both hosts to switch to because, well, you know why...
    • make the forming of clan/friend teams more easy and especially the combination of space and ground from one such pool together - goes well with the above mentioned link-chat if not only made out of clanies.
    • a general annoyance i forgot to mention earlier is the 'sudden end' of a relay before the number of ships got driven away AND the timer still way up too... i get the seemingly reason why you do this, but it's still annoying when for some unknowable reason the mission ends (also shown as failure too) and the ship is send back to the station immediately - with team member calling all kind of accusations around about not flying carefully and got the satelite destroyed or not watching the ship's seemingly being destroyed, or the links etc... just give a clear message out about what happen or better yet stop interrupting any running missions or at least mission stages - those few extra points or minutes won't matter at all compared to any up-building frustration.
    • the linear point progression is unrewarding. it leads to player min/maxing the event by only doing a few rounds (on ground) or murex (in space), then returning to the relay and repeating the same again, just to get as much points as possible. not only is this a negative experience to them (because it feels like a bloody job and not fun) it also takes away the firepower of a team (ground) when someone extracted (and no new player can join anymore) or worse, in space leads to one player sending the whole team back - because you made it possible for everyone to use the navigation console (either a still persisting bug or a bad choice in design). if you would made the points earned in a more non-linear (maybe quadratic?) way, it would let those players consider to stay longer or to the end rather than doing the boring rince and repeat job most people hate doing. sure, the challenge is there already and it's upto everyone to take it or not - but you as designers of the event (and same goes for the whole game) fails to consider the typical human nature that will usually rather take the way of the least resistance if there is no incentive for the hard way... give them the insentive and they might just push on and having fun and satisfaction doing so instead of seeing such an event as a boring and tedious labor when all they wanted was some fun. i bet that many of those who complained about the event being boring are such min/max players.
    • i just finished a flotilla from start to end and (even though already suspecting it) found out that you only get a bonus for one part of it - the ground or the space mission. it should be only logical to handle those two seperately and thus makes it possible to earn the maximum of 10k credits in each category. this would also prevent this silly flotilla hopping to some extend.

    i think that's all for now - i might be adding more later on...

     

  9. hmm, considering the healing pulses happen while the weapon reloads, a shorter reload is contraproductive if you want that feature - a longer reload would actually helps here. and if not, not empting the whole mag still is the best way to do.

    4 hours ago, Ishrn said:

    I have also noticed that the heal pulse will sometimes just not work, it seems to work more often when you are host however.

    yes, it never worked for me whenever i was a client - only does when you are the host.

  10. 1 hour ago, DarcnyssWolfe said:

    Doesn't appear to work on Rakta Cernos either, not that many people even bother with that bow anymore.

    it does not? i saw it would be available for it (well, i did mot test it in there to see if it works because i already was piѕsed about the decive from DE). i guess this would be a unintended bug then for there would be no reason even to that bow... or do they even fear that it would be 'too powerfull' with the energy-giving syndicate-proc? that would be a colossal joke...

  11. 47 minutes ago, (PS4)Captain_Bonecold said:

    Are you buying every Prime acess?

    not.even.once.

    the whole point (for me) to play warframe was never so much the fun (though that's there) but to see if DE can deliver on their idea of making a f2p-game a fair not-p2w one. at this point i had play many other games that claimed that and noe of them could deliver. DE did so - at least in my definition (yes, i know that some fools always like to claim otherwise, but they surely have no idea of what other games are or have been - and if they do, they have to be ignorant idiots for sure).

    so, i stick to warframe until it or i die - or until DE also falls into the pit of p2w or micro transaction ѕhit (and not only f2p-game suffers from that cancer).

    at first, i was reluctant to buy anything with money in the game out of princips: a) it was labled f2p and thus, i was hellbend to test if the game can be indeed played as such... it can, that much i have proven myself after i reached the pinnacle (temporarily one as it is) and gathered everything possible. then b) i found out that much of the (strange) fun in the game was to just gather new contend stuff and thus buying it would lessen the experience for me. also, i could say that c) i never payed anything that lable itself as 'beta' but even though it was true at one point, i did that with other software since then (sometime with regret, sometimes not). in hindsight, warframe would have been ok, but that not really an option anymore nor is it needed for me.

    it might have been a different story IF i had bought the founder pack back then, but like i said, i doubted that DE would be any better than their competitors in their promise of a working f2p-game. in this regard DE is a bit of a victim of their own quality of work ^^)

    • Like 1
  12. 12 minutes ago, (PS4)Captain_Bonecold said:

    The original idea of vaulting

    i think the original idea of vaulting was more a necessity. first with the void-keys, there where far too few options to put any new preim-contend in - this would have meant that there would have been a need for more void mission-typs, which would have been far more work to do for DE. therefore, they came up with the idea of the relics... but even even with them there was a problem - one that ofc, they ignored to acknowledge even though people told them about it: either we get more and more relics as time goes by and most things get their prime version (someting that DE always claimed, and rightly so far, would happen) and end up with far too many of them to even put them into all the mission-rewards we have (or had then) or, and that is what have now, due to the constant vaulting and unvaulting we get a confusing amount of redundant relics (meaning: that parts can now be found in many different relics - some even in different 'rarities'). though DE choose the later system, they ignored the warning of redundancy - until a while back at least. nowadays unvaulted prime-set, which also now contain usually 2 set instead of the single one before that can be (so far) put into a handfull of relics together, which in turn, will be put back into the vault once the time run out. theoretically, this could mean that some day when everything is done there will be a kind of rotation, lasting a month or two each, where always a handfull (2, 3 or 4 - depending on how many frame will be introduced yet) sets will be available. ofc, DE already made the 'mistake' of unvaulting frame-set in different combination and thus adding to the already high amount of relics variants.

    funny enough, your idea was, even if not specifically as a 'tower', discussed back then as a possible way to avoid the old void-key-collaps. in the end it might have bees the better way to provide access to prime stuff than the relics and maybe at some point DE might indeed change the relics system into something like that - though idk what they would then do with all our 'tickets' to the prime-part-access (the relics, like before that, the void-keys)... maybe we could thow them into a rng-lottery, paid with credit and resources (old, hoprfully ^^) and get one reward out of them.

  13. 10 hours ago, Drachnyn said:

    DE's metaphobia, the unrational fear of releasing something good, strikes again. What was that about DE realizing that a lot of first impressions have been bad lately?

    wouldn't be that bad if it weren't for the 'bait-and-switch' fraud of not telling it right on the mod description that some weapons even though they are bows are not viable. and yes, the fear of making a weapon, that usuall should be under the restriction of nuclear weapons in the first place, a bit more powerfull is rediculous - give us those few more megatons, i want to carpet bomb the whole valis in one draw!

  14. did you check the capacity in the upper left corner? if it for whatever reason shows a negative number, then that's why you can't leave. to be clear, this normally shouldn't even happen since the arsenal usually forbid you to equip a mod that goes over your current allowed mod-capacity, but sometimes when ranking up a mod via the arsenals shortcut to the mod-databank and then returning from there after ranking the mod up, getting into the negative caps, this can happen.

  15. yeah, since different variants have different dispositions - in you case the normal detron has 1.1 where the mara detron has 1.0, it's a bit confusing. i usually don't fuse the riven directly via the station but go trough the weapons mod screen, then the values are shown correctly for the weapon you choose.

  16. 13 minutes ago, Borg1611 said:

    After a host migration I left and hosted my own mission in the same flotilla and it put me in the ship of the guy I had been in a group with before rather than using my own ship. 

    only way to get you own ship back atm is by leaving the relay and try to rejoin it (good luck with that though with all this randomness in the relay you really get into, regardless of what you choose - most of the time). if you still don't get the correct jack back then, you'll have to load up the ships config i your dry dock, that always help with the problem for me.

  17. ffs, please remove the randomness of the instance i'm getting into - not only are we often forced to leave the relay due to the many bug making us unable to do anything even after returning to the relay, we can't even get into it again when selecting the correct one in the list - the damn game will just choose some random crap where we have zero points.

    and as for the bug i just mentioned:

    • TYPE: event, space part
    • DESCRIPTION: i was destroying a CS while our limbo protected the links - i guess that you designed it to be this way, right? not that we all just bunny-hop from ship to ship as most players do...
    • VISUAL: bpNAefB.jpguv1eaNy.jpgswJbj7w.jpg
    • REPRODUCTION: likely by exiting a CS via it's door the moment it explodes... you know same problem as we had all along in railjack (and what i belive was fixed?)
    • EXPECTED RESULT:i should have end up in space or should have been able to use the onmi-recall... OR you guys could give us a console-command to force a respawn on a fixed location somewhere in real-space (the map) from where we could then use 'conventional' methods to get back...
    • OBSERVED RESULT: for the last 2 murex i was cast into the grey limbo™ with no interaction but the menue and the chat - i could have ended the mission but since i was the host didn't want my team to get screwed too. also as you can see in the last two screen-shots, i was lieing dead in mid-air after we returned to the station. no way to get up, not even with fast travel. therefore i had to exit the relay and ofc, i could NOT FIND MY WAY BACK IN!!! not because i forgot the damn name but the game always send me into some random other relay...
    • REPRODUCTION RATE: if i get this even one more time i will delete warframe for the weekend and go out dancing naked in the rain like a lunatic... i really don't want to force-replicate this annoyance (though i bet it will happen again soon™ anyway)
  18. well, since you NOT stated this on the sales-pitch for it, i want a refund of not my ducats but for the stuff i sold to get them! have fun restoring that - this was clearly cheating us buyers by not telling about any restriction on the sales site...

    maybe next time you think ahead of such 'minor' details? and it doesn't matter if someone of you mentioned it somewhere, sometimes - if the description says 'bow' it has to be for all bows and even the crosbow (else create a seperate set for them). you have already too many peculiarities in warframe - stop adding more to it. and that's my sole reson for demanding a refund, and the unpractical one too at this!

    • Like 3
  19. ...beside the mod not working on the bramma, the lenz and the crossbows, yes it would be a nice mod - but if DE intended it not to work on every bow-weapon, they can take it back from me, and not only give me back the ducats for it but restore the stuff i sold for the ducats (and i give a crap about how much work that would be for them ^^)

    • Like 1
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