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CroqueMortTime

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Posts posted by CroqueMortTime

  1. thanks for the event !

    I liked it, it was a good opportunity to get long overdue vaulted primes for me :) ... I also liked that the introduction of Aya makes it easier to focus on vaulted items than regular prime vaults.

    I hope it returns, I still have some primes to get... 

     

    BTW : Where can we get Varzia's playlist ??? <3

    • Like 1
  2. Probably not going to to everyday but here goes...

    NIGHT

    Révélation

    warframe_tennotober2021___1___night_by_c

    SISTER

    Révélation

    warframe_tennotober2021___4___sister_by_

    STORM

    Révélation

    warframe_tennotober2021___9___storm_by_c

    NATAH

    Révélation

    warframe_tennotober2021___10___natah_by_

    QUEST

    Révélation

    warframe_tennotober2021___11___quest_by_

    PERSEVERE

    Révélation

    warframe_tennotober2021___12___persevere

    SUPPORT

    Révélation

    warframe_tennotober2021___13___support_b

    GOALS

    Révélation

    warframe_tennotober2021___14___goals_by_

    JOURNEY

    Révélation

    warframe_tennotober2021___16___journey_b

    CONQUER

    Révélation

    warframe_tennotober2021___17___conquer_b

    COMMUNITY

    Révélation

    warframe_tennotober2021___15___community

    VENTKIDS

    Révélation

    warframe_tennotober2021___22___ventkids_

    OPERATOR

    Révélation

    warframe_tennotober2021___30___operator_

     

     

    • Like 8
  3. Hello there !

    What I like : Having a crew altogether ! I play mostly (almost exlusively) solo, and it is really cool to have the crew at the turrets and controlling/patrolling the ship whil I am away on objectives :)

    Suggestions of improvements :

    Piloting : piloting seems to work (the ship is moving), but it is often more useful to not let the AI pilot. Here are examples of situations where pilot AI could be more useful with suggestions :

    - when I want to use the forward artillery, the pilot is moving away from whatever I had in my sight ... Suggestion : have the pilot AI point towards relevant targets (e.g. crewships) while a player is using forward artillery. Alternatively, just prevent the AI from moving the ship in such situation...

    - in Grineer skirmish, the AI just wander aimlessly around the objective (if there is one) potentially attracting a lot of enemy fire (from ship killer platforms, missile batteries and galleons). Suggestion : have the AI circle objective points at a relatively safe distance... SUPER DUPER Suggestion : have the crew fire at radiators on grineer objectives... please :)

    Defense : It seems the defense AI doesn't try to search actively for intruders, and just circle the ship until it finds enemies... Suggestion : make defender AI more active when being boarded, and actually run towards the breach.

    AI behaviour outside missions : it seems the crew doesn't really know what to do when the railjack is docked, and just walk/jog around aimlessly... Suggestion : have them sit/stand in the Railjack doing something specific, that would be a good way to make them show their personalities in relation to their voicelines ! Im not saying one of them has to spend his time doing calibrations on a giant gun... but something approaching ? ;)

     

    that's all for now, thank you for reading !

    cheers !

     

    • Like 3
  4. Hello there !

    Please have a look at this, thanks !

    • TYPE: UI - Configure Railjack Console
    • DESCRIPTION: Railjack Armaments are not displayed correctly in the configure railjack console
    • VISUAL: --
    • REPRODUCTION: --
    • EXPECTED RESULT: Zetki Armaments should appear in the Zetki tab, and Sigma armaments in the Sigma tab
    • OBSERVED RESULT:

    New Armaments, Zetki Laih MkIII, Zetki Talyn MkIII, Zetki Vort MkIII do not appear in the 'Zetki' tab

    Sigma version of Apoc MkIII, Carcinox MkIII, Cryophon MkIII, Photor MkIII and Pulsar MkIII do not appear in the 'Sigma' tab

    Those are the mismatch I found with the Armaments I have..

    • REPRODUCTION RATE: --

     

    Cheers !

  5. Hello there,

    post 29.5.9 update (December 15 2020) : it seems the droptables for the isolation vaults (not arcana) still display rotation A, B and C as tier1, tier2 and tier 3 vaults... or am I missing something ? From what I understand from the patchnotes and from the in-game tables, they should just have the same droptable as their arcana variants with 3 rotations per tier (although, since it is only one final stage, we wouldn't see common rewards...)

  6. Il y a 6 heures, 60framespersecond a dit :

    Thanks for the explanation, so if I understand correctly, the Stage 4 of 5 is just some automatically generated table with no meaning for the Arcana Vault bounties?

    Correct.

    Il y a 6 heures, 60framespersecond a dit :

    Going with independent rolls I would calculate something like ((1-0.1)^2)^n, where n is the number of perfect vault runs, and get 98-99% chance for a drop within 20 runs.

    Math is probably correct (maybe  1-(1-0.1)^(2n)  ?) ... but RNG being RNG you still have 90% chance of having anything else each roll...  :/

    Anyway, only DE can check if players inventory actually reflects the intended drop chances... (not sure the prices on WF.market are really an accurate representation of the parts rarity, especially after only 5 days)

  7. Il y a 2 heures, 60framespersecond a dit :

    I am a bit confused with the 5th (and/or final?) stage. The bounty only has 4 stages. What is the 5th one supposed to be?

    it is a general scheme for all bounties, independently of the number of stages : that is why it states "stage 4 of 5" and not just "stage 4"... for a 4 stage bounty you will have "stage 1", "stage 2", "stage 3 of 4" (which is the same as stage 2) and "final stage"

    more in depth explanation : rewards are divided into common, uncommon and rare rewards... each stage pick a reward into each pool according to this :

        Stage 1
            commmon rewards
        Stage 2, Stage 3 of 4, and Stage 3 of 5
            commmon and uncommon rewards
        Stage 4 of 5
             commmon, uncommon and rare rewards
        Final Stage
            uncommon and rare rewards

    • Like 2
  8. Hello there !

    New Deimos Arcana Isovault bounties were added to the drop table (thanks !) but I kinda suspect it is not in the right form... :)

    they appear with the same format as Isovault bounties (so 1 "Final Stage" reward pool per bounty) ... However they play like a regular bounty with a reward at every stage...  so I guess we should have a table with something like that :

    Level 30 - 40 Arcana Isolation Vault (Tier 1)
    Rotation A
        Stage 1
            smthg smthg X%
        Stage 2, Stage 3 of 4, and Stage 3 of 5
            smthg smthg X%
        Stage 4 of 5
             smthg smthg X%
        Final Stage
            smthg smthg X%

    with the drops having different % depending on their rarity... and the same things for Tiers 2 and 3

    right now, I guess the droptable shows the common rewards from tier1, the uncommon rewards from tier2 and the rare rewards from tier3 ... am I correct ?

     

    cheers !

     

     

    EDIT : looks ok now, thanks !

  9. well this is what I see in the test for the propaganda part... yes there should be something visible on that platform in the middle, getting closer isn't really helping...

     

    maybe my graphic settings aren't quite adapted to that, but I don't know which one to tweak...

     

    5A6803CB15BEA0F29C7424ED9CEACE8991026B7C

  10. hello there,

    so the new one is here, and the image cues in the test appear as tiny far away half-transparent blurry things, making the test just hard to actually see... (and I'm not colorblind) maybe it is something worth tweaking as well

    so far the planets and the propaganda stuff have proven difficult for me but I'll try again when I have more cephalite... 

     

    cheers !

     

  11. Hello there,

    some thoughts for RJ UI in missions :

    - currently all pick-ups are displayed one by one in the bottom left corner of the screen, including common ressources, forge ressources (with sound notif), wreckage blueprints and avionics... this makes it quite slow to display all pick-ups and so difficult to know what you get and when... for example if I catch an avionic I may have to wait for the UI to display the titanium, carbides, nullstones and asterites that I picked up 3 minutes ago

    - suggestion : separate display notification like in non RJ missions: avionics on the right like mods; blueprints and rare resources (e.g. forge resources) bottom left (with or withour sound notif); and all other resources stacked on multiple lines in middle bottom of screen.

    thank you for reading

    cheers

    • Like 4
  12. Il y a 22 heures, [DE]Rebecca a dit :

    - Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
    - Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)

    while this is a welcomed change for sure, it also means Mk II Lavan and Vidar will give at miminum higher avionics cap than the sigma Mk III ... so maybe the sigma Mk III could get a little boost too... 🙂

  13. RJ Turrets stats bugs summary

    Here are some turret stats that are displayed in the dry dock (typically in the tab stat) that are probably wrong regarding stat progressions between generations (base, MkI, MkII, and MkIII) and houses (Sigma, Lavan, Vidar and Zetki)

    Some of these have been tested by wiki users to be only UI bugs (e.g. Photor)... hopefully most of them are also UI mishaps

    Note : basic rules, as we found on the wiki, are that Turret stats follow the same pattern between Houses within the same generation, i.e. compared to the Sigma variant:

    • Lavan variant has same damage, 1.4x Status Chance, and increased accuracy
    • Vidar variant has same damage, 1.4x Critical Chance, and reduced accuracy
    • Zetki variant has 1.5x damage with 1.5x Critical Chance and/or Status Chance and increased accuracy at the cost of increased Heat Accretion

    Also : Only the Crit chance, Status Chance and Damage values change between generations within the same House

    Carcinnox

    • Sigma MkII and MkIII Accuracy : displayed as 80, should be 28.6 as the MkI
    • Vidar Carcinnox MkIII Fall-Off : displayed as 2000-4000 should be 500-1000 as other Houses and generations

    Cryophon

    • Cryophon MK I  Status : displayed as 23% should be 15% as base version
    • Vidar Cryophon MK I Status : displayed as 23% should be 15% as base version
    • Cryophon MK II  Status : displayed as 32% should be 21% as vidar MkII
    • Cryophon MK III  Status : displayed as 45% should be 30% as vidar MkIII

    Photor

    • MkI MKII and MkIII generations, all Houses: heat accretion displayed as 0, should be 10 for sigma lavan and vidar, 40 for zetki

    Additional UI BUG

    • Carcinnox MkI, MKII and MKIII (possibly all Houses) have the same icon as the Photor, only the base version has a unique icon in the UI

     

    have a nice bug hunt 🙂

  14. About the Requiem Relics rewards : why is the Rare reward an Exilus Weapon Adapter Blueprint ?

    - it doesn't seem lore related

    - Exilus Weapon BPs are already available through syndicates (and that is good, it is consistent with warframe exilus BPs sold by Simaris and Theshin)

    - it doesn't feel rewarding when farming for Requiem Mods : when you are lucky and get the rarest items, it is not what you are hoping for... in this case something you can get more easily through the syndicates... (it doesn't feel good when being lucky is bad)

     

    Dreamy suggestion : put a combo of the two Requiem Mods as the rare reward of Requiem relics...

     

    thanks for reading !

  15. Le 30/03/2019 à 05:20, mizeriq a dit :

    For example: Plague Kripath, Jayap, Vargeet II Jai has 13.4 Slash, 23.4 Puncture, 8.4 Impact, 18.4 Viral.

    Now, if you replace Jayap with Shtung, the end result is 21.7 Slash, 31.7 Puncture, 16.7 Impact, 26.7 Viral.

    The second build has 8.3 extra points of damage for each damage type, 13.4 + 8.3 = 21.7, 23.4 + 8.3 = 31.7, 8.4 + 8.3 = 16.7, 18.4 + 8.3 = 26.7, while the ratios between the different damage types changed and aren't consistent between builds, unlike non-plague parts.

     

    right... I had an interesting conversation with Hok (very good very good...) and it looks like the total damage is calculated with the same formula as the others but the extra damage is divided equally between IPS & V instead of proportional to the base stats for non plague strikes...

     

    Wiki should be more accurate now... thanks...

  16. Nice 🙂

     

    Ayatan Challenges - too RNG dependent.

    yep... maybe something more realistic like "find 5 ayatan stars or sculptures" would be fine for a weekly challenge ...

     

    Survival Challenges - too long in one sitting.

    "you have been playing for more than an hour, please don't forget to take a break" .... it is indeed way too long... not everyone enjoy endurance runs ^^'

     

    Friend / Clan Challenges - "I have no friends/my friends don't play Warframe".  

    also : sortie specialist is just a weekly, while sortie with a friend is an elite weekly... ? so... having one friend is worth 2,000 standing points ? 😛

     

    more generally, the other challenge are reasonnable so far, but they might be a bit unbalanced... example :

    Jailer = Complete 3 capture missions, about 10 minutes work, worth 3,000 points

    Invader =Complete 9 Invasion missions of any type, can be 30 minutes to an hour depending on the missions available... worth 3,000 points as well

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