Jump to content

PigeonFish

PC Member
  • Posts

    58
  • Joined

  • Last visited

Posts posted by PigeonFish

  1. I'm not positive if this is a bug with the ability itself, or with the Abilities menu UI, but when applying +Efficiency to Garuda, the health drain % displayed in the Abilities UI is lowered. Despite this, however, using the ability still drains exactly 50% of Garuda's health.

     

     

  2. Since the 23.1.3 update, if there is any status effect on a warframe, attempting to switch into Operator mode instantly "kills" you and returns you to your warframe. I didn't notice any notes in the update stating this was an intended change, so reporting it as a bug.

  3. Well I think I may have figured something out. Seems if you immediately run up to the door, it won't properly open and you get the invisible wall.

    If you stand back and shoot the glowing rock to make it open, you can go through.

    That or it just randomly started working for me because I was able to get through just now.

    Just wanted to pass that on in case it helps anyone. Good luck!

  4. Ticket number is #884064

    During the mission "Return to the Mountain Pass" (part of The War Within quest line) there is a door inside a cave next to a skeleton that, when approached, opens automatically, but I am not able to pass through it. Door is visibly open, but impassable. Invisible wall.

    Can't play the game at all now. Forcing shutdown and restarting immediately takes me back to the mission. Same problem occurs.

  5. 3 minutes ago, ExhaustedDog said:

    This keeps happening to me over and over and over. Can't tell you how many time people in public groups have also just run through the level and only allow for 4-5 reactants. DE, this system does not work when you redesign a system within a game that encourages players to run content as fast as possible yet not allow for spawn mechanics to ensure success. I like the idea, the implementation is terrible.

    They never intended for people to rush through every mission as quickly as possible. It's not the system that's broken, it's the players. This is why they've done things like nerfing Draco, Spy exp, and mission credit rewards. They're trying to encourage people to play through the content. Impatience is being penalized.

  6. Can we get a hotfix for the "unknown error" when trying to breed kavats? It was kind of a pain in the butt getting 20+ DNA samples (10 for the segment, 10 for the incubation), not to mention dropping 100k creds on a power core, and the time it took waiting for this stuff to build just to be told "screw you, no kavat."

     

     

  7. 1 hour ago, b0_on said:

    tried out today "new-new" fissure system. Took an Ember WoF build with full squad to sabotage mission, pressed 4, ran and did objective, ran towards extraction, looked at my reactants - 3/10 i think (and i picked up everything that spawned)

    There's your problem right there. If you take your time and let fissures continue to spawn instead of rushing through the mission, they spawn enemies with each fissure appearance. The fissures also turn existing enemies into fissure enemies, so if you're killing them too soon, you're screwing yourself out of more enemies to kill.

  8. 1 hour ago, Fabpsi said:

    Here, have a cat as reward :3

      Reveal hidden contents

    AmazingGrayAtlanticridleyturtle-size_res

     

    Is the cat just giong to sit there or does he plan to feed them to the void fissure already!?

     

    Speaking of fissures, will the issue of fissure enemies running away from the area be addressed any time soon?

  9. 1 hour ago, Dragonah said:

    I've spent some time with the new system, and so far the best i can come with as a reaction to it is a half-hearted 'okay'.

    I enjoyed the old system of someone using a key, and then the squad running the mission together. I'll also admit I had some seriously pre-conceived notions about how the new system would function based on all the teases you guys made prior to the dev workshop post being made.

    To me, a disappointment the new system brings with it, and the reason I give it the half-hearted 'okay', is that prior to the change, people had choices on how they could use their keys to obtain parts. They could choose to play the key solo, or host it for friends and/or strangers and everyone would benefit, or they could choose to organize a keyshare. Now it's essentially 'keyshare or bust' while many of the issues of keyshares are still present. You now have to bring a relic with you if you want anything at all.

    My suggestion to fix this would be that someone who doesn't bring a relic with them can still earn a prime part from among those generated by the relics brought by other members of the squad, but they it is randomly chosen for them. For example: a 4-man squad seals a rift, but only 2 of them brought relics. At the end of the mission, the relics generate a Trinity prime Chassis and a Nyx Prime Blueprint. The two players who brought and used relics would be able to freely choose between those two rewards. While the two who didn't would be randomly assigned either of those rewards.

    Another reason this system disappoints me compared to the old one is that the grind in general doesn't feel like it's been reduced by much, if at all. Instead of spending countless missions grinding for the one part you want, you now need to spend countless missions grinding for the one relic you need in order to get the one part you want, and unless luck is on your side, odds are you'll need a good handful of that particular relic.

    So in the end, this system doesn't feel like much of an improvement to me. It feels like all that was accomplished was to take the issues people had with the old system, and simply move them from one place to another.

    I agree with every word of this. Get this man or woman a pineapple!

    ...and if you don't like pineapple...um...can I eat it? :D

  10. 2 hours ago, MokutoBunshi said:

    So you mean to tell me, unlike in the void, we go to a random mission with one thing added that lasts about 2 mins:30 secs, do that extra one thing on any of the mission and that is the new way we get prime parts? Just beat up a horde like we always do and close a portal? 

     

    OK.

    OK_thumb.png

     

    ]\'[

    Since we're grossly oversimplifying things, the old void was just "we go to a random mission" without the one added thing that's actually far more tedious, buggy, unbalanced, and annoying than you describe here.

  11. Fissures are definitely not fun, especially with all of the problems they currently have. They're frustrating as hell. Doubly so for solo players. Quadruply so for solo players who don't have a heavily armored warframe.

    There are 6 very important things that can be done to make fissures at least tolerable...

    1. Stop fissure enemies from running away. At the very least limit the distance they'll stray from the fissure. It's not uncommon for them to run to completely different rooms and just sit there doing nothing. This stops the fissure from spawning replacement enemies, and causes a lot of unnecessary failures.
    2. Increase either the drop rate of chicken nuggets (reactant), or increase the amount of time feeding them to the fissure adds. Considering you waste half the time they give you just picking them up, this should really be increased either way.
    3. Stop allowing assassins to spawn during fissure missions. I can't count the number of times The Stalker has decided to show up in the middle of trying to close a fissure and just ruin everything. He never seems to show up when I want him to, but I swear one out of every 3 or 4 fissures I attempt, there he is.
    4. Don't make failing to close the fissure automatically fail your mission. Even if you lose all your traces with the failure of closing a fissure, you should still be allowed to complete the mission and keep all the credits and other materials you've picked up along the way.
    5. Limit enemy spawn points to line-of-sight with the fissure. I've seen enemies spawn stuck inside of walls, spawn in hidden areas, behind walls, under floors, you name it.
    6. When an enemy is killed and yields reactant, make it spawn statically on the ground where that enemy was killed. When it pops up into the air, it often gets stuck in places where it can't be picked up, or rolling slowly down an incline making it impossible to pick up until it finally reaches the bottom.

    This still doesn't save fissures from being repetitive and quickly becoming dull, but if you insist on keeping the system's core mechanics the way they are, it should at least not be a major annoyance.

  12. Another problem with the fissure is that when it appears on a void map, it becomes near impossible to tell which enemies are fissure enemies and which are native to the map, making it even more difficult to get reactant to drop.

     

    24 minutes ago, Coach-Aprax said:

    Also if you try to run fissures solo there is a big chance to fail do to low enemy spawn.(tested 10 times-failed 4 times-the rest was on the limit, a few seconds left)

    The problem isn't the low spawn rate, it's because the new enemy AI causes the smaller troops to immediately run away and hide when they spawn, often times leaving the area where the fissure is. As long as they're alive, more enemies won't spawn to replace them.

     

    14 hours ago, NinthAria said:

     seem to be aligned with whatever faction the mission type is normally home to, meaning they're treated as allies instead of enemies by the Corpus/Grineer/Infested. This struck me as a little strange, and more than a little frustrating when certain enemy combinations come into play (e.g. corrupted ancients with bursa moas). Not sure if it's intended but I figured I'd mention it.

    Not only that, I've witnessed fissure enemies running to alarm panels in the stage to set them off as well.

  13. 1 minute ago, taiiat said:

    default bindings is irrelevant, IMO. most people never change their Controls and then complain about the location of certain actions, granted - but 1996 called and it said Keybindings are cool.

    all that matters if you ask me is what functions exist, not what you bind them to. people can change to whatever feels right for them.

    The functions existing is important, sure, but they also have to work, otherwise there's not much point to them existing.

  14. 3 hours ago, TheDarkness506 said:

    Because it was just like old Spy: Get here, press x, extract. The aim is to make missions more interesting, but usually before removal a rework followed. It seems that the compression of the Starchart pushed them to remove this gamemode.
    Shame I didn't hunt Kurias before. I want that fancy Statuette on my Liset, but this would probably take a while to fix.

    Unfortunately making everything Defense is a poor way to go about this.

  15. 4 minutes ago, taiiat said:

    i prefer that, personally. it feels more intuitive to my fingers.
    i don't pay attention to which is 'more common', because i don't conform to default Controls, i edit them to what works for me.

    Problem is, the vast majority of PC players use a mouse and keyboard for Warframe. Considering mouse and keyboard is better for shooters while controllers are better for flight sims, and Warframe is a shooter first and a flight sim fourth or fifth more consideration needs to be given to keyboard controls.

  16. 4 minutes ago, TheDarkness506 said:

    I know nobody reads this page, but still.
    With the removal of Deception gamemode several tiles became unaccessable. It wouldn't be a problem if Kurias haven't been in some of them. More specifically, kurias 1-3, 1-4 (Corpus Gas City deception) and 3-4(Grineer Galleon) are currently unaccessable.
    Please, take a look at this issue and inform us if Kurias are moved somewhere else.

    Y'know, I didn't even notice Deception was gone until I read this. Why did they remove deception? Seems like every mission type now is some variation on defense!

    Mobile Defense: Time-limited defense with multiple targets

    Interception: Defense of 4 targets at once

    Sabotage: Half the time these are time-limited defense of 4 weaker targets (reactor cores)

    Hijack: Defense of a moving target

    Rescue: Defense of a faster moving target that you can revive

     

    Why remove variety from the game? I don't get it!

×
×
  • Create New...