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iPathos

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Everything posted by iPathos

  1. When did I say anything inferring that? The point is that star chart progression follows a path and the entire path must be completed for access to higher tiers of challenge (Steel Path or Arbies). Those needing to complete the nodes "again" clearly never completed the progression the correct way in the first place. As I said in the same post that you quoted, there was a subset of players who did not need to re-complete the nodes as they had done so correctly to begin with. I also said that as much as it would be nice if it could have been resolved with a script or the like, we were given instructions on what to do to correct the issue and many failed to read those in full.
  2. Did you try to use the /unstuck command, which is specifically designed for these cases?
  3. Understanding is clearly relevant as people are still asking the question of "why can't I access this" - despite multiple attempts for DE to be clear about it. Regardless of this, the issue people are taking with all of this is being blown hugely out of proportion. It's a 15-30minute run on Lone Story and 5-10minutes in circuit, after which the area is considered complete. You aren't being jerked around on purpose, if at all. The entire implementation of Duviri is different to how other locations etc have been added to standard progression, so of course it's going to take some adjustments. If people followed the given instructions first time around, then they would not have encountered the issue in the first place. It's only become an issue because there were clearly a considerable number of players who had not done the missions in the intended order. As I said before, they likely could have sorted a script for this as an alternative approach but it's clearly obvious that isn't going to be the method chosen here. Please provide sources for such a grandiose claim. (Accessible charts reflect the opposite of this claim.) Warframe is grindy to begin with, so it strikes me as disingenuous when people get stuck on such a minor bump in the road. I'll quite happily continue searching out and reporting bugs for them to fix because I know that they are there, but without reliable information they cannot be as easily reproduced and then fixed. I recognise that there are issues in the game and with the game, so I do what I can to address those. As said above, you and others are overexaggerating the pertinent issue.
  4. Decrees want a word. Survival could use its life support drop rate tuned up a little in solo, but other than that it feels like a nicer approach to the idea of "challenge" than we've gotten in a while.
  5. The devs have clearly stated in the posts detailing the fixes that players should not just do one of the options, but all of them. That was the original progression intent. It looks to be nothing more than a reading comprehension issue in so many cases because Normal Duviri as a whole has to be properly completed before players get access to SP. It's the same as normal star chart progression but is unfortunately lacking in the clarity that the standard blue/white nodes gives us. If people followed the instructions given when realizing they couldn't access the node, they would realize that they don't have to clear normal Circuit's tiers to unlock it, as well as the fact that having completed normal Lone Story was a requirement that many players had never done, due to an oversight that has since been corrected. Do Lone Story too, as the devs said. It's not 2h, for one. This was the original post, see how it says "and" in the middle of the statement? They've since improved on this by highlighting that qualifier, however it's not like they didn't tell us from the start. Now admittedly this could maybe have been enacted through a script, however it clearly shows that it was not an issue for everyone as there's multiple people without this issue chiming in.
  6. I don't disagree, though with the fix already having been implemented I don't think there's a high chance of that being reverted (unfortunately). I was apparently also one of the few who originally did the nodes in the "right" order - as I have not had to recomplete any of the nodes for access to SP versions - so it hadn't come to my attention as an issue before seeing people posting about it. Perhaps my view on the accuracy of the updates is somewhat skewed, I make many of my own goals for collection or completion within the game so there is always something else to direct my attention towards. I also play a couple of other games with markedly less active and...let's say "devoted" dev teams, thus by comparison it will usually feel like DE are doing well enough - to me at least. I wasn't aware of Kullervo's Hold not working at any point, so this is news to me. As for resource boosters not working, this has been a personal gripe for the same reasons. Though due to how I, my clanmates and other friends in-game have approached the content, there's generally been enough of all the relevant resources to go around. Ironically, Pathos Clamps are the single resource I appear to constantly run out of - though I doubt those are ever intended to be affected by resource boosters. This... This is a bug I hadn't encountered often before Duviri, but since it dropped has definitely happened several times. At this point it's at least once per week and usually multiple times, each requiring either some knockback jank or as said, fully dying. It would be wonderful to see this addressed sooner rather than later, if possible. The only thing I can add to its causes is trying to act too soon after transferring to operator as a client, which is of course ping-dependent. Within the Circuit it's a huge problem too, as that usually calls for quick action to either destroy Thrax ghosts or drop operator abilities. Expanding on that, can we please have some attention given to Thrax Legatus spectral forms being indestructible unless you're the host? It makes the intended counterplay impossible by any clients and calls for either status immunity, a cleanse or magnetic proc immunity just to deal with the UI scrambling effect (which not all cleanses actually cleanse, either...).
  7. AND one completion of Lone Story on normal. AND. They are saying go do one round of standard circuit AND one completion of Lone Story on normal. How are so few of you understanding this? This also goes for @BloodRaevn, @Roble_Viejo, @us5353, @GangrenousGremlin, @Pixydis and the rest. [DE]Momaw has stated that it has to be done again because it wasn't checked off properly in the first place on the backend. This entire part of the system has been separated from the star chart in a different manner than others before it, so it's taken some tweaking to get it right. Better it's iterated on than ignored. tl;dr: you need to complete one normal circuit and one normal lone story again for it to be unlocked, due to how the system records the completions.
  8. I said this to begin with, you're approaching this with far too narrow a view based solely on one blanket statement. We understand exactly what you're saying, but what you're saying is heavily based in only taking part of the whole picture. The rest of the picture is "don't want the tax, don't use the node" because you had that option. It doesn't need to be broken down further, it doesn't need to be scrutinized further. This is akin to writing essays on certain novels requiring you to infer meaning from partial or entirely superficial details which don't generally have a deeper, underlying reason or backstory. Why'd they word it like that? So that it appeals and explains to the widest group possible in as short a time as is appropriate. There's no reason to deconstruct such a surface level statement to the level of utter semantics. And the bug is...? All I see here is "wrong bug, no fix bug, go fix bug" without anything actually describing said bug or your perception of what you think it is. Be specific or else you do nothing to help players or devs.
  9. You can't approach the wording there with such expectation of predatory reasoning. Under normal circumstances, players would only have Pathos Clamps after having completed at least one spiral - implying they have at least a base level of understanding on how the missions are structured in Duviri. DE also went out of their way to ensure that the tax was only actually deducted after completion, so as to counteract any potential disconnection issues. Now in this case, players were given another avenue to gather the Clamps needed to start the node so it does somewhat diminish the stated reason of hoping for at least one "experienced player" in every run. However DE also gave us a thematic reason for the cost; bribing the Warden. Even considering all of this, it's still a net gain per run completion because of the necessary Orowyrm fight - netting 5-10 clamps on top of any Bane you collected. Not everything has to be "nothing in, everything out" in the game, it rarely is. Prime Parts cost Relics at base, plus traces if you want a bit more granular control of the chances. Rivens require a bare minimum of a challenge completion to use, then there's rank up and rolling costs. Decorations that you don't outright own require either purchase or build materials. Time investment. The list goes on. Yes, Solo and Invite Only are options. However they're not the only options and if they are it's due to extenuating circumstances outside of the general loop that's clearly intended.
  10. I would also like to see a direct statement about this that isn't just some offhand comment made during a Livestream, mostly because while it's referable it is also far more easily said in passing compared to something directly published in a forum post. As things stand, I'm ok with the tax having been there because I was entirely aware of the twitch drop campaigns intended to mitigate this "issue". When entirely informed, this only became a problem during the Envy and Joy spirals when Kullervo's Hold simply wasn't there - as you could otherwise freely go to the Hold to fight him even outside of the regular objectives within Experience, or just do Lone Story and hope for the objective to be selected as one of the four (which it usually was). The above reasons are some of those that imply my previous statement(s) around DE's likely intent behind the node itself. Until we hear otherwise though, to speculation we bow! 😁 Edit: thank you to @Halo for the direct quote, I couldn't recall if there was one so blunt in the reasoning - though the point still stands that it'd be nice to know if it was just for that reason or for tuning etc as well.
  11. As has been said in multiple threads since his release, the tax was there due to the node guaranteeing a Kullervo fight regardless of the active spiral or RNG within standard lone story runs - while also driving engagement on the fight so that it could be tweaked early rather than late. The intent of the node was to simplify and focus the farming of Kullervo and Rauta, allowing players to have access to the fight at all times. The tax was only an issue if you had exactly 0 clamps, something which was mitigated twice over by twitch drops active on the node's introduction and the following week. The net gain from a guaranteed Kullervo encounter was still 5 clamps regardless, so this seems like a very narrow view on the actual purpose.
  12. Sounds about right. The stream schedule on twitch itself didn't properly reflect the devstream until after it had finished, so many such as myself who use it for timezone conversions got shafted by it entirely. It'd be nice if we had more sources for Umbral Forma rather than a single one from each Nightwave season and one every eight weeks from Teshin, with maybe occasionally a rare extra one offered at random times.
  13. I'm kinda on board with this. I do appreciate that the random nature of the cave forces us to adapt or prepare (less/not so important on base circuit, practically required on SP) as it's variant rather than just throwing the same crap at the wall as normal. However I've also had absolutely trash luck on some rotations where even my best option for weapons is only a couple forma deep vs something like my Incarnon Genesis weapons. Giving the player a bit more control over this would be nice, but I feel like being able to mod in the cave will help a lot on its own. To be entirely fair on this point, there's only two decrees that give you armor which maxes out at +1400 armor for the drifter (on top of innate access to armor this hits about that 1500 armor limit) while Warframes benefit from triple the bonus from Tamm's Fortune (for 1500 armor). This however is ignoring our access to Fragile Vanity, which sacrifices half your armor to increase base damage on shots. It actually feels like the limit was decently thought out here.
  14. The Steel Path is meant to be a gear check, ideally you will not be using any loaner gear for Steel Path. DE has already made it so that any mastered weapons you sell have a lower chance to appear as an option in the cave. They've also enacted priority based on forma count and whether an incarnon adapter is installed to help with that issue. I don't know what more they can do besides entirely reworking the system, which I don't think will be happening.
  15. I am aware of this, I main Valkyr Prime and while I do have seven configs I certainly do not have seven Talons configs. What I am doing is telling you how to address the situation as that is how it works now. You at least have options of working around this. As for the situation where your Exalted Weapon's relevant config does not exist, I haven't tested this enough to speak on it at length, though I believe it defaults to loaner mods in those cases. I sincerely hope that this is being reviewed, as Kullervo suffers from the following right now: a very low Overguard cap (5k is not a lot, by any stretch) no window of safety given either on cast or when the Overguard breaks the aforementioned choice "by design" to not have any sources of damage reduction apply to it mechanical limitations of having to hit at least four enemies to prevent damaging yourself at all when using Recompense All of these being true at the same time contribute to Recompense (and by extension, Kullervo's Overguard) being overwhelmed by incoming damage within 2-5s, even on standard Nightmare missions, let alone anything upwards of Axi/Requiem Fissures and their damage bonus or the Steel Path. Edit: only later did I find out that he's getting a gate on this, great choice! Can't wait to play him in some more challenging content. 😁
  16. As much as I like reliable farms, it kinda goes against the loot pool idea by having it work like it did versus how it does now. This is tied to how the configs prioritize. If you select config A, your exalted also uses config A, frame using config b, weapon uses b, etc. It can obviously get annoying once you have more than three configs on a frame, but thus far I haven't seen the selection feature fail. You can also link the builds for the weapons and simply override every config for them if you only use one build as well, then it doesn't matter.
  17. When you say "die" are you referring to your Warframe, Archwing or Railjack having a catastrophic failure?
  18. Yes it does. Blue booster makes more gem nodes appear than without, it also makes more fish spawn.
  19. I personally watch what the squad mates are doing and picking so I can adjust from my selections if needed, rushing in doesn't help anyone. Realistically I think we should be able to come back through the portal if it hasn't started the countdown yet but I doubt this will happen. One change I would like to see is letting us know what the undercroft objective will be before entering, similar to how continuing in the circuit works. Some runs die round one because of terrible choices and it'd be very nice to have more options than "go do a normal circuit one round" or just a run of lone story.
  20. I'm definitely still trying to scan everything, though I have to jump back in for specific mobs for many of my remaining entries. As for Sands of Inaros, replayability would be wonderful for the same reasons.
  21. Twitch drop did not progress for the duration of this stream. I have my account linked and it worked fine for the floof drop yesterday, I saw the notification and all but no progress was gained.
  22. Amen, the automatic priority is flawed when people both have the choice to make duplicates of fast and are encouraged to invest.
  23. Not bad! I really want DE to make liches and sisters chat-linkable for a variety of reasons, not least of which being because they're tradable lmao.
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