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TiberiumFusion

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Posts posted by TiberiumFusion

  1. I was viewing Gauss's market listing and saw that non-word "Leverian" or whatever it was in the bottom left corner. I clicked on it. It started some bizarre cutscene that I didn't feel like watching. So I pressed Esc, naturally, and went back to the market. But the strange dude's voice did not stop. He kept on blathering. Obviously minor, but this demonstrates an incredible amount of laziness. Did you people never consider the possibility that someone would try to exit a cutscene they didn't want to sit through? A+ job, DE.

  2. I can attest to consistently experiencing all of the aforementioned issues. I especially love the situation HunterDigi explained above, where the room-by-room waypoints give up and the marker appears some 2000m away. Instead of going to your next mission, you get to search for extraction for 10 minutes in the mission you've already completed. How exciting!

    The waypoint system has never worked correctly. Some of the issues date back at least 4 years, spanning many alleged "fixes" and regressions.

  3. Upon entering the conduit to proceed from zone 6 to zone 7, my character was thrown out of the level.

    For several seconds, my screen was virtually black, as if I was inside a mesh. I'd wager this was indeed the case.

    Then, I was abruptly teleported to this position:
    20190813184921-1.jpg

    Now I was falling endlessly:
    20190813184925-1.jpg

    As I fell, I slowly gained speed. I was teleported to the position shown in my first screenshot whenever I reached the low position shown here:
    20190813185122-1.jpg

    This endless, looping falling continued for the duration of the zone.

    You might expect for me to have left the onslaught mission as if I had avoided the conduit, considering how far away I was from the level. However, as soon as the "Next Conduit:" timer reached zero, I was teleported here:
    20190813185157-1.jpg

    20190813185206-1.jpg

    I was able to move about a little, though I was clearly on the wrong side of the mesh.

    Again, I expected to end the mission normally once the 30 second conduit timer expired. This did not happen.

    Instead, when the conduit timer expired, I was immediately teleported to the spawn area of the next zone - in the correct position with no apparent glitches. I was not expecting this and was immediately killed. I ignored the revive prompt and the mission exited normally.

     

    Every time I return to this game there are new, outrageous bugs. How shameful for the #5 game on Steam (by daily player count).

  4. I just joined a public Sanctuary Onslaught match. Host had 90s tier internet, providing a pretty cool 1500+ ms latency with plenty of cutouts. About 20 seconds in, host migration occurred and I became the host (I can only guess the original host quit in shame or their internet gave up the ghost). Once the game reloaded, no enemies would spawn. The area was entirely devoid of anything to kill. This was zone 1, by the way. The efficiency, starting at the pretty helpful amount of 10%, ran out rather quickly and we failed.

  5. Kela functions normally during the first stage of her boss battle. Things break when she enters her coward box for the first time. As soon as her first stage ends, she turns into a flesh puddle on the way to the box. You can spot this in my video below. Then, for the rest of the fight, she remains a disgusting mess with a horribly deformed skeleton. She will say her lines and teleport in and out of the box for each stage, as expected, but otherwise performs no other action. She remains almost perfectly still, only just writhing around a little. She doesn't attack. She doesn't jump to the walls. She doesn't do any movement she is supposed to do. She just sits there and dies easily. The only correct thing she does (after breaking) is her death animation.

    This was not a random fluke. I ran her assassination three times in a row. She exhibited the same issue each time. I'd wager this occurs most reliably, but I'd rather do anything except farm for Rathuum points just to test that.

    Behold, the uncut boss fight to scrutinize: https://youtu.be/5SqTJ-bZMD8

    20190702180907-1.jpg

    This very consistent skeleton glitch reminds me of another very consistent skeleton glitch: how utterly broken the player's own skeleton is during some cutscenes in the Ropalolyst fight. Has some intern been messing with the skinning pipeline?

  6. As shown in the screenshot below, the capture target on Hepit has decided to float in the air.

    20180817182226_1.jpg

    As the target was in his falling down animation, he slid off the edge of the second floor, but chose to cut his physics a bit early. This seems like a bit of a glaring oversight.

    Luckily, the target was near enough to the ice tree in the center that I was able to capture him, like so:

    20180817182236_1.jpg

    However, had the target air-landed just a few centimeters further away from the tree, he would not be capturable.

  7. I just finished a spy mission to hunt down Malice in which I encountered a very troubling problem. He decided to spawn in the final room of a data vault (the one with the final terminal to hack). The door into that room was locked, meaning I had to hack the terminal, as shown in the picture below.

    20180809185018_1.jpg

    If it wasn't for my friend and his Exalted Blade (which goes through walls), we would have failed the hunt. This is because Malice made it 100% impossible to hack the terminal to open the door into the data vault room. Approximately 3 seconds after pressing X to hack the terminal to open the door, Malice forcefully yanks you out of the terminal. Therefore, it is impossible to enter the locked room and defeat him in the vast majority of situations. This is clearly quite problematic.

    Additionally, Malice teleported me straight from the beginning of the vault to the final door when he appeared. Perhaps he was trying to teleport me into the final room itself.

  8. On Eris Kuva siphon missions, there is a siphon spot that is virtually impossible to handle. Here is the location:

    20180804162803_1.jpg

    I have observed the kuva blobs spawning less than 2 meters away from the siphon. They are collected within 100 ms, and are thus nigh impossible to void dash into. Naturally, this provides the high probability that the siphon sabotage fails, serving you a middle finger for the entire mission. Additionally, the kuva blobs take their sweet time to spawn in this location and the obnoxiously black and red colors of the room make them very, very hard to spot. While not strictly bugs, those qualities make missions with this siphon spot incredibly aggravating, as the few blobs that happen to spawn a proper distance from the siphon are stupidly hard to find.

  9. After forgetting why I swore to never play magnetic sabotage again, I tried it out once more, and was instantly reminded of why. When a lockdown occurs in rooms that have but one console for some stupid reason, there is a significant chance that a magnetic bubble blocks access to the console, and thus the ability to complete the mission.

    This issue dates back to March of 2016 at least, and I'm quite surprised that it still exists. This thread from March 2016 details the issue from an earlier time: https://forums.warframe.com/topic/619484-reactor-sabotage-magnetic-hazard-blocks-consoles/

     

    I encountered this issue today (June 29, 2018) while on a Grineer new sabotage. In the following screenshot, I am locked in the room via the lockdown mechanic and cannot leave. You can see the *only* console in the room, as well as one of those obnoxious magnetic bubbles to the right. My character is standing in the absolute perfect & precise location to access the console. Any closer and the bubble shoves me away, and further and I can't reach it. It took about 10 minutes of great frustration to find this position.

    20180629005957_1.jpg

    If this very issue in this very room has been present since March of 2016, then holy crap are these bug reports even read? On the other hand, if this issue has arisen on account of a lazy/distracted designer who forgot to double-check their work, I propose that these magentic bubbles be destroyable in some manner or that they relocate in the room every so often. Good design principles rule that there should always be a plan B, a controlled way for something potentially level-breaking like this to be avoided if something goes wrong. The fact that I was able to escape this situation in particular is not guaranteed. If the bubble had been any closer, I would have been required to quit the mission.

  10. The inability to select from multiple missions is absolutely asinine. Syndicate and alerts always seem to be covering up the next mission I need to complete, but worst of all are sorties or invasions. At best I can fight level 45 enemies, so I cant even clear the sortie to get to the mission, I have to @(*()$ wait for its timer to expire. And invasions typically take a day to finish, effectively locking me out like sorties do. In a game that is a savage grindfest, having even just 2-5% of all missions blocked at any given time is atrocious. For example, right now, I need some neural sensors but an infestation is blocking Alad V on Themisto. (btw the status indicator for the mission popup is nearly invisible due to being the same color text as the section of Jupiter is sits ontop of, it seems the devs were too cool for backdrops).

    The bonehead responsible for this design choice could use a pink slip

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