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CxLL

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Posts posted by CxLL


  1. While it would be interesting to have the option to switch out parts just for the sake of an extra mechanic, it really isn't quite necessary. You get clear info on what each part does so you can make an informed decision prior to deciding on building. If you decide not to like what you've achieved, do not invest resources into it but rather further your experimentation, which is rather easy due to the low cost and ease of obtaining of other parts. It's a straightforward system that is as complete as one can get. 
    On another note, "Modular" is not synonymous to "interchangeable". If a thing is modular, it means that it has been made from pre-made parts. The confusion with the definition might be coming from the design sector which is constantly striving for innovation and introducing the ability to switch broken parts easily or allow building upon or around the existing module - such as with pre-made housing: if your wall falls, you can order another, identical to the one that fell and it will be replaced. Or modular cables: instead of having a box with a cable leading to a socket, you have a box and a cable that leads both to the box and to the socket so more options are available. Elements being modular allows various combinations, as zaws and kitguns do, but having the option of switching out said elements is not within the frame of definition.
    As for what the developers "promised", where I use the definition of the word given by this thread matching the definition of "mentioned", rather than the common one that comes from someone giving a promise, the idea of the parts being interchangeable was never introduced.

    • Upvote 1

  2. This is not a new complaint, nor something that has been brought with the newest mainline update. People have complained for years about randomly-created squads not following their idea of a good time without even making an attempt of informing people via chat what they'd like to do in said mission. This is why the recruit chat exists - leave an invite with specifics you expect and you will get people that will stay with you through it. No reason to make an entirely new matchmaking infrastructure.
    Similar to getting on a bus and being upset that the complete strangers that are already on it don't get off at your station. 
    Expecting players you're randomly matched with to read your mind is... well more than a gamble, considering the amount of mind readers out there.

    • Applause 1

  3. Definitely unintended. Take some visual evidence (screenshots/gifs/videos), save the log file of the session in which it happens in case Support needs it. Would've helped if you knew to save files when you defeated the litch to provide evidence of the action being taken. Next time?
    Quite a few reports on this piling up. Could stuff them all in one binder to highlight the frequency of the issue occurring. 
    Will keep an eye out for more info. Reported topic for moving to PhP, hope you don't mind. If enough people respond, a proper bug report can be made.


  4. You should really check the update notes.
    As as snip, here's the relevant paragraph.

    Spoiler

    THE COMBOS 

    3.            Stance Changes, Combos and You

    By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!

    This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types. 

    We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.

    In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!): 

    • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
    • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
    • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
    • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
    • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
    • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going! 

    Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target. 

    All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!

    To confirm, check the actions available in the stance COMBOS menu in your Arsenal > Melee > Upgrade > COMBOS
    Images under spoiler.
     

    Spoiler

    unknown.png

    unknown.png

    unknown.png

     


  5. Can confirm.
    The rolls need to stay UNBOUND (as default) to be able to get out of ground archwing. 
    unknown.png

    Having those bound to any key at all will prevent being able to exit archwing with melee or anything at all except mounting a different vehicle (k-drive).


    Another note - if you have the option "Melee with fire input" toggled on, you will be able to exit archwing by pressing the Left mouse button (the one you fire guns with). This option toggled off prevents the usage of melee (default E) in general as an exit method.

    Confirmed both as host and client, keys defaulted prior or after update. Regardless of having issues with key bindings (former roll) on mainline launch.


  6. Might come back to edit with proper content later, but, for now, a quote from a different but related thread to summarize the overall experience.
     

    19 minutes ago, Steel_Rook said:

    Grinding RNG for the sake of engaging in more RNG might just be my breaking point.

    Also, thank you @Steel_Rook for that reply there. Stated nearly all that  I would've written, but I feel just leaving an emoji reaction was not enough appreciation.

    • Applause 4
    • Upvote 3

  7. Can confirm.
    Got through over ten discussions with people that tried to explain what the patch notes actually mean (still claiming that changes weren't explained properly and a lot of info is missing), how the word "combo" changed its meaning entirely, how the mods look like the word "channeling" simply got autoreplaced by "combo" without checking how it affects the mod's function, and how much better things are right now, overall. Regardless of the efforts, actual gameplay offers a very different feeling. While the stance animations are much easier to achieve and control than before (when modded speed could've messed up your reflex and autoblock entirely stopping the stream of actions), the further you go, the more you need to resort to heavy attacks, which are still as clunky as they were before.
    The elegant ballet of regular melee animations that mowed down wide areas gradually becomes slow heavy slams of individual enemies.
    And it looks bad. It feels bad.
    Even with tonfas, which are overall an epitome of perfection.
    Granted, it'd be somewhat easy to tolerate these peeves by manually adjusting things to your liking with mods and external helpers such as arcanes and/or focus school branches, it fell in at the same time as the layers of rng new content introduced and keybind-related bugs, so now, I am bitter as well.
    This has been a biased reply.

    • Upvote 2

  8. Disclaimer: Single examples added for each for ease of skimming, rather than due to being singular in the matter.


    1. Hover info text is everyone's friend.
    Expecting users to know what stylized icons mean prior to ever having any interaction with your software is an instant exam fail in any design uni.
    Textbook case even.

    unknown.png

     

    2. Unify information boxes.
    Whether you're portraying an item in the Market, chat link, arsenal, codex or otherwise, it should provide the same information.
    As a recent example, not all stats present in the melee preview within the arsenal are present in the market/chat preview.
    Screenshot courtesy of @TinkerManiak

    unknown.png

     

    3. Add background to menus which are expected to be in front of vivid/animated/distracting backgrounds.
    This has been a common practice since the 50s western copywriting rules got written.
    Ease of observation = ease of access = ease of use = user happy. The opposite applies.
    unknown.png

    • Like 3

  9. This sigil and a few others take white as a base by default (another common example would be the Zanuka sigil). It has been present since the initial colour changes that sparked the energy selection split. It will also shine through regardless of having transparency maximized. Seems to be an artistic decision rather than a bug.


  10. Are you absolutely certain you're not mixing "built part" with "blueprint"? Would you mind providing screenshots
    - Of your inventory with search bar including the needed keywords to highlight the part (e.g. "mesa prime system", without the quotes)
    - Of the syndicate menu requiring that particular part?
    A lot of people don't see that the syndicate in fact asks for a built part rather than a blueprint and make reports of issues existing considering they do have the blueprint in their inventory. 
    This frequently-occurring event can be avoided with a message popping up upon hovering over the missing parts providing information that the item needs to be crafted.


  11. Some channels are locked prior to actually achieving some progression within the game - such as trading: You cannot trade prior to being mastery rank 2 or above (underlined text linked to official articles about selected topics), however the message itself should not be showing a path but information on why you were prevented to access a certain area. 
    This should be looked into. 
    If you can provide info such as which chats it appears in, when it appears, your state of account (mastery/progression), it would make things more clear for those addressing the problem.


  12. Lack of locomotion functions should not be a bug. Most cases that complained of this very issue had either a controller plugged in (not having it plugged in enables the keyboard commands) or peripheral software running in the background, overwriting expected keyboard input. On another note, this is a technical issue and something nobody but Support will be able to assist with properly.

    • Like 2

  13. Noticed this somewhere last month and complained to no end, as nobody I asked to confirm actually managed to confirm it.
    I have profusely tested in both missions and simulacrum, but ended up "deciding" it solely applies to swords. What I notice in the screenshot of the original post however is Kronen Prime - a rare weapon I have had zero issues with (actually favourite ingame weapon, so I've used it A LOT). So let's try to compare what we were doing and what could be the cause of this.

    Personal testing included:
    - Being host or client
    - Being in mission, simulacrum or captura
    - Having autotargeting on and off
    - Having enemies aware/unaware, stunned/asleep
    - Hitting objects
    - Various melee weapons (details below)
    - Sword stances: Vengeful Revenant, Crimson Dervish, Iron Phoenix, Swooping Falcon and no stance
    - Range mods equipped and unequipped
    - Riven mods that alter range equipped and unequipped
    - Riven mods that alter damage equipped and unequipped (at one point seemed like the only thing tested swords had in common)
    - Warframe abilities active and unused (from exalted melee such as Khora's whip to Rhino's Roar)

    No issues detected with (all) stances of:
    - Tonfas
    - Polearms
    - Staves
    - Scythes
    - Dual Swords
    - Heavy Blades
    - Whips
    - Held Glaives (just Kestrel but all stances)
    - Dual Daggers (although admittedly, they already had a short range so went on from memory and expectation)
    * Note that I haven't tested everything so more input is always welcome.

    What I've noticed is that this particular issue occurs almost always with the very first swing rather than continued attacks. Made a few videos to portray the problem that nobody I've so far asked had the chance or luck to replicate. 
     

    Spoiler

    Since this was done on the run, there's loud music/no editing. There's more and I'm fairly certain the issue persists, though haven't had the chance to test or play this week.

     

    Second edit: 

    On 2019-09-13 at 12:01 AM, winters_grasp said:

    I rarely post bug reports and would like guidance in case I need to in the future.

    Before claiming that something is bugged, please confirm that you can replicate the issue and are able to define your experience coherently, so that people would possibly manage to assist with the problem. Once you do, depending on its nature, either write about it in the bug report section of the official Warframe forums or contact Warframe support. Game glitches and game bugs go to the appropriate bug report section of the forums while exploits, account issues, technical problems and problems with fellow players to support. 
    Condensed bug reporting guidelines are found in the first post of the most recent megathread titled with the build name while the official topic on the matter can be found here.


  14. If you are submitting a bug report, despite this being an online forum and seemingly more casual, it is still the only official location for bug submissions, so it is needed to define your experience coherently, supply every detail regarding the problem, from build number to methods of replication, additional software status and visual evidence, as well as logs to Support if requested. The basic required steps are listed in the reporting protocol of the first post of the most recent megathread titled with the build name and expanded in the official bug reporting guidelines
    It is also advised to inspect the bug report section of the official forums for existing open threads that may already address the issue at hand. The search bar in the upper right corner of the forums' inner header has some extra options in addition to keyword searching. 

    The reported issue is not a bug. Each time the UI updates, such as with the update which expanded the favourites menu, your selected colours are reset.
    There is also the issue of GeForce Experience being allowed to add its own settings, which sometimes overwrites the favourites.
    Without further detail though, it's difficult to know which cause you are suffering.


  15. When writing a bug report, be sure to follow the official bug reporting protocol and the guidelines written in the first post most recent megathread titled with the build name and please do it in a very detailed, coherent manner, so that the people expected to deal with your report could manage to see the issue directly and be able to follow the steps of replication to efficiently assist with the problem.

    The oculyst spawning is not affected by the selection of other quests. They will spawn regardless of even having Natah completed. Their spawn chance is however RNG-conditioned.
    You can set any active quest to active or not active in the Navigation menu's QUESTS tab.
     


  16. While this is a bit of a sensitive topic due to everyone having a lot of thoughts on the matter, and whenever such a thought doesn't match another's, pitchforks come to play, there is one thing that would "fix" the current state of the game.
    Information.
    From the very first confused newbie steps of not knowing weapon classification, currencies, resources and even commands, to those mechanics further in such as how to start a quest not displayed in the codex, which things will only respond to void energy, how to encounter a teralyst, and absolutely everything that the players need to rely on other players or the chat bot to find out. 
    To add to which, hiding information behind menus, unexplained icons or special commands is not considered a solution by any user-accessibility standard. Where do players learn what a resource drone is in order to know how to match these two words with a a button hiding a nondescript icon on the star chart? Do they have this knowledge the moment they learn they need to farm alloy plate for the first time? How do they know, even after completing a codex entry for an enemy, what the icons shown in the description mean? A player seeing strange symbols in red or green will not make them wonder "what makes corrosive damage" and search for mods with the two statuses that need to be combined. No, they will first need to consult another player or an external source to learn what the symbol actually represents. Once they have, they will also be informed of the elements needed, so the issue of this only being written in the temporary rolling tips of the upgrade menu "disappears". However, facts stand, this info is not present ingame.
    A plethora of similar examples exist. Adding item descriptions to chat links was a good bandaid approach but even this has not been completed - not all items contain all of the information others do. In fact, some don't contain information at all. Inspect the Synthetic Eidolon Shard for example.  Let's not even go into the grand deal of players being angry and raving about the game being broken because they do not understand what is going on exactly (e.g. "Limbo Theorem bugged" = nothing told me to craft the part I've obtained in order to proceed). This too can be blamed on the lack of data relating to the complication they've suffered.

    tl;dr
    Not providing basic information is what this game's main problem is. Fixing that in a proper manner will "fix the game".

    • Like 1

  17. Due to being an issue of particular stances that not everyone uses, this issue is not a priority and, as such, persists even to this day. You can find demonstrations of various affected stances in the Bug Reports section if you're ever feeling like analyzing the specifics. In other words, it's not on your side and it's present with both controller and keyboard mapping. But there is a workaround - unequipping primary and secondary will "revert" the commands to what they used to be prior to autoblock/autoswitch. With a side dish of scanner, which, when used, behaves as one of them.
     


  18. 2 hours ago, [DE]Megan said:

    Change Nightwave Silent Eliminator Act description to clarify that the minimum enemy level must be 30+, not the maximum

    • Previous:
      • Complete an Extermination mission with level 30 or higher enemies without triggering alarms
    • New:
      • Complete an Extermination mission with only level 30 or higher enemies without triggering alarms

     

    I'm afraid this is not indicative of the request at all. In fact, passing it through a few eyes confirms that it just looks either grammatically incorrect or misleading.
    -> "I need to find a mission that has nothing but lvl 30 enemies? Where's that?"
    A solution would be being clear and straight to the point. "Starting at level 30" should be sufficient even for those that do not have high English proficiency.
    However, the issue with this challenge does not end there. It doesn't seem to acknowledge the infested faction, or at least seems to be completing sporadically for clients alone - as shown in the threads of the Bug Reports section of the Forums, as well as the state of complaints chat in the recent nightwave missions have caused.
     

    2 hours ago, [DE]Megan said:

    Reduced minimum range at which Demolyst markers hide when close to the player to 5 meters from 8 meters.

    Now this is a strange decision - the main source of complaints would be regarding audio indicators and colour coding, which have been deemed a bad design choice for decades now due to being difficult to register even for those without physical issues, in abundance of audio and visual content the game is throwing at them on a regular basis, and fully disregard the existence of players with particular needs in terms of perception. Leaving the enemy marker as  the sole point of realization where the enemy is leaves still demands a lot of running in various directions in absence of other cues, but it left time for people to search for it on the map. Once found, they would have sufficient time to deal with it before it reaches its objective of destruction. Lowering the distance at which the enemy marker appears leaves less time to deal with the demolysts and will inevitably leave those without beefy equipment or knowledge on game dynamics at a loss.
    Increasing the distance at which the enemy marker spawns would be a solution, further than it originally was. Abandoning colour coding and audio indicators as a sole hint method would as well. Adding shapes to tower markers was a good step forward, although colourblind players still complain it's difficult to distinguish in a mess of enemies and trying to stay alive. Dismissing the polygonal frame around the shapes could solve this, or perhaps reshaping the entire marker into its respective shape. Perhaps somewhere in the future, the colour choices could be made accordingly to existing user-friendly design standards which would include those that cannot see certain tints against certain backgrounds.

    • Like 1
    • Upvote 4
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