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iPathos

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Everything posted by iPathos

  1. More information, have a look at this post too: https://forums.warframe.com/announcement/47-general-bug-report-guidelines-please-read/
  2. From memory, you have to clear Duviri at least once for it to fully count (experience or lone story). Not sure if this has changed or where it was mentioned, though.
  3. This will almost definitely be looked at once and then ignored. It's far from the level of offence that one would consider reportable and even has lore connotations when you look into the different syndicates. As said above more flagrant breaches of decorum are the kind of thing you report, not something so light hearted by comparison.
  4. Remember to keep an eye out for Deimos Genetrix hovering out in the distance. They constantly drop new enemies and can be worth popping to lessen the tide.
  5. 12.5% chance for the forma from the Lua puzzle iirc. Nice when it happens but far from reliable.
  6. All archwing augment mods are dropped by eximus archwing enemies. For some reason it appears that the drop tables don't currently reflect this, but I definitely received one from a Caelus run on Uranus a week ago or so.
  7. It's a difficult issue to boil down to grass roots, but I believe that there should be a priority to migrate to a more suitable host if there's a non-Switch candidate in the squad. I'm not against switch players being included in the cross play landscape, but I do believe there needs to be more consideration regarding host selection. This of course would just highlight issues brought about by migrations themselves but I argue that would help to improve the experience overall. Loading only gets slower once the switch user as host starts having other players join up or once in missions, can entirely desync and drop connection due to clients being able to strain the hardware faster and more reliably. Especially for things like the circuit, where switch hosts regularly drop partway through a mission with no warning, usually bricking the run.
  8. This particular request stands out as odd. The others in that same message make sense and would indeed improve the overall experience...but the umbral mods already do a lot for survivability. The full set already boosts armor by 192.5%, health by 770% and strength by 77%, plus increases resistance to Tau damage by 57.75%. the circuit doesn't show the buffs correctly in the UI but by checking ability values and HP you can see they apply in full. In the cases where they're needed, these accomplish their goal with stellar flair, rewarding investment. There's no thematic reason for it to buff shields in any way, nor to just give damage reduction overall. How would you suggest DE "improve" them in terms of helping tankiness? Also no, a 5% buff will not matter.
  9. The system definitely needs to check if it's quoting a game item etc as well as whatever filter. If the devs can throw it at us, we should be able to use it.
  10. Good to see some more changes, much appreciated. Hopefully we'll see a buff to Furax Incarnon's fire fields not scaling with practically any mods or combo counter. And a correction to Duviri loadout priority for those of us with multiple "valid" options.
  11. Neither of the second evolution's condition bonuses apply yet either, no change in damage or buff applied etc.
  12. Your endless pessimism is a guiding light to us all.
  13. Plus the fact that Ammo Efficiency does not work on incarnon mode - it makes this discrepancy all the more glaring.
  14. Considering there are set locations for every potential spawn, simply returning to the location isn't enough for those points of interest to be guaranteed to come into being. Indeed, visiting the location alone isn't enough, however using Guiding Hand in these locations can cause/force more objectives to load in. If you're basing the entire premise of your stance on semantics then it's misplaced faith from the outset. My position is that Guiding Hand can force objectives to spawn where they were not active or present before. It's not guaranteed by any stretch, but it without a doubt has some hand in causing previously inactive elements of the map to become active. I have done tests for this, I have run through Duviri more times than I'd care to count. My position comes with at least attempts to illustrate however it is also something that intuition plays a large part in.
  15. I am quick to post because I pay attention to various segments of the community, of all opinions. There's a huge difference between advocating subservience or "bending the knee" and being both realistic and pragmatic. I've encountered many of the bugs others have, yet I understand that this is an evolving process and as said before it's a lot of new mechanics and systems to just expect it to work out of the box. The way the team works on content and bugfixes is nonlinear, so simply using a period of time (one that involves the COVID-19 pandemic and all of it's related hurdles, mind you) is not a fair metric. Chances are they've moved the teams around over the years and focused where they've needed to at the same time as working on newer content. Something that everyone (or at least the vast majority) seems to forget is that even if DE fully utilized their private test servers on top of in-house debugging, they would not be exposing the game to the sheer quantity and variety of players and their individual setups. There's so much interplay between systems with several further layers of randomness purely by virtue of the loadout selection. You cannot compare DE's preliminary comb for bugs against the playerbase at large sifting through it with a microscope, the scale is just too different. Now, take some time to properly elaborate on your issues and maybe they'll be addressed. You can't expect the devs to work with "this thing is bugged fix it". The bare minimum people should be doing is starting their report posts with DE's requested format, however that's rare to see, let alone the complete lack of usable information contained in those I enjoy the game immensely and have deeply invested my time and money because I enjoy it such. I understand players don't want to deal with bugs, but they can't sit here and complain about them without at least submitting their info in a suitable manner. Otherwise, they'll just be lost in the morass elsewhere. People immediately decide that I'm "white knighting" just because I recognize that the vast majority of complaints are not workable in the slightest. They are usually complaints and are the result of said players throwing themselves at the problem without an ounce of forethought. Actually try to absorb what I'm saying here; HELP DE to fix the issues by at the bare minimum reporting issues in the manner they ask you to. Like you're mentioning melee being "broken" without any further clarification. The only issue I've experienced around melee is that it can get confused when trying to quick shot. Solution, switch weapons. It doesn't solve the initial issue but it gives you a workable solution. I can't count the number of SP Duviri Experience runs I've done, I had maxed intrinsics and had cleared SP Circuit within a couple days of the update dropping - I still kept going back in to explore the systems and enjoy the work that's been put in. Example: have you noticed just how prominent ambient sound is with the update? We've had things like caches and rare crates, demolysts pulsing, but not to the degree they've leveraged this time around. I sincerely recommend it with some decent headphones, since that'll let you appreciate the work done more. I said I main Valkyr, I am familiar with melee. How is it broken? I am aware life steal was broken on hysteria for a while, as were multiple specific mods broken on exalted weapons. This was fixed on the first day of Duviri as it was a fix that required a code change which DE was clear to us about from the outset. Your lack of specificity indicates that either you're just complaining for the sake of complaining, or you're making up issues based on problems already addressed.
  16. Have some patience. It's self-evident that the majority of players either don't know or don't care to know proper bug support decorum despite DE making it is obvious as possible here, that alone impacts turnaround time dramatically. It's also an entirely new swath of systems that they have to bugfix as previously unknown issues come to light. Surprise surprise, it's busy every day in-game. This has a knock-on effect in that less people are complaining on the forums, that is not the same thing as them or the game being "dead" and it does nothing but paint you as either ignorant or intentionally obtuse. There's been 7 hotfixes for PC, with at least one per week every week since Duviri dropped. DE hasn't ceased active development just because a large update came up and Tennocon is coming relatively soon. Have some nous. Actually, why don't you expand a bit? How are Excalibur, Valkyr and Baruuk "a pain to play"? I main Valkyr and it's only been an improvement since Duviri due to major bugs that required code fixes. Baruuk is (as always) a powerhouse. Excalibur Umbra's passive can be iffy, but other than that both him and base Excalibur are both fun and strong. The new incarnon genesis adapters give later-game players something juicy to sink their teeth into for at least two full rotations of 6 weeks. The new arcanes allow much more diverse builds in several cases, notably on Bows and Secondaries due to Longbow Sharpshoot and Secondary Shiver as well as Shotguns with Shotgun Vendetta. The average player count has been retained fairly well considering the bugs on intro (primarily fixed at this point) while smaller issues are iterated upon. If you are really this concerned with the state of the game, put in some effort to show that. Bug reports (detailed), explore new build paths, try different content, have fun. Hell I've personally put in over a hundred hours just in-mission since the update dropped. Sure, I've encountered issues, however they've been acknowledged and are either fixed or being worked on.
  17. Cool colors, start testing in this game too and feel free to write up the wiki page on it. Until then, your input has little to no value here and is simply detraction from actual progress.
  18. Next time, go and do some testing for yourself. This is just when I've remembered to capture the footage in the past couple of days. First instance: https://streamable.com/veunsq Second instance: https://streamable.com/cgcr9f Just because something isn't documented yet doesn't mean that it's false, places such as the wiki come from both player testing and given data after all.
  19. Experience. It visibly forces chests and shrines into existence where they were not before. Go and test.
  20. I've managed a few Liches with decent weapons, percentages and resistances/immunities that I've collected specifically for use as crewmates/summons, however the lack of a reliable way to summon them outside of the On-Call Crewmate gear summon is a huge deficit. They barely outstrip Elite Crewmates in tankiness even if they are Rank 5, let alone the hugely decreased overall damage. Their primary benefit is that they can use abilities and their usage of them need some love badly before this is a viable option. There really should be a more helpful usage case for them outside of "Oh you're bleeding out? Hi!" and as a potentially tradable commodity. I'm fully in support of a separate summon item with those points, it seems more in line with their lore than designating them as your On-Call Crewmate and thus depriving yourself of a (likely) more viable option from your choices.
  21. Casting Guiding Hand can cause more side objectives and occasionally Paragrimm Hutches to spawn, it's definitely got uses outside of simply "finding your way" as the ability touts.
  22. There is not, though I'm sure at least a fair portion of players would welcome it.
  23. Thankfully at least, opening slam still applies so long as you slam before touching the ground (assuming you melee out of operator) but I would also like to see this fixed.
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