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SinistralMessa

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Everything posted by SinistralMessa

  1. Players will see the score counter for the wrong weekly Circuit mode if they don't have their star chart set to the same mode (normal/Steel Path) as the host. This leads to players not seeing their correct progress since the required amount of progress per tier per mode is different. Sometimes the score bar not only displays the wrong mode, but doesn't work at all, possibly due to not having selected their weekly reward path for the normal Circuit mode. Furthermore, it seems that players can also miss their 40 point daily bonus from reaching enough rounds if they don't have their star chart set to the same mode as the host. We have 40-120 point mismatches every week in our clan even though we play the exact same amount of missions. Looking to find out if other players have been missing their daily points or have seen the wrong score bar.
  2. Thanks for the additional info. We've always got the same premade group, though, and join missions all at once. I don't doubt there is a component to the issue that you are also describing, but they may be two different things.
  3. In addition to toggling in-game scaling, anecdotally, disabling DPI scaling for Warframe from OS settings seems to be a temporary fix for the problem. This bug happens to everyone in our clan, by the way.
  4. I think I can confirm this. The game runs with less hitches with frame limiter turned off.
  5. This bug has existed as long as Warframe has. When a party begins a mission, an entry animation plays that can be quickly skipped by pressing space twice. If a player loads slowly into the mission, however, and the faster-loading host/player has already skipped the animation, the slower-loading player then cannot skip it - this leads to a total loss of functionality for the duration the animation. The issue doesn't seem to happen if every other player in the party waits for the slowest-loading player to skip the animation his- or herself. The loss of functionality resembles this bug. The player who experiences the loss of functionality is almost always assigned player number 3, and in some rare cases 4.
  6. Loading back to the orbiter from a mission, should a faster-loading player initiate the "Replay Mission" vote before a slower-loading player has reached the orbiter, the voting UI element is never shown to the slower-loading player and s/he experiences a complete loss of functionality of the vote. As long as the initiated vote is underway, the slower-loading player cannot see the vote, vote, or receive feedback from interacting with the selection UI. The only way to proceed is to either completely cancel and re-initiate the vote, or force the vote.
  7. The Drifter Intrinsic "Herd Travel" (rank 10 in the "Riding" tree) is more difficult to use than necessary because on the Duviri overlay map, player icons are not differentiated in any way; instead, every player is denoted with the same round blue icon. In full four-player groups, this makes it needlessly difficult to pick the correct player for teleportation. The whole idea, after all, is to teleport to the correct person in the squad. Therefore, players should be differentiated by displaying their glyph, and preferably also by showing their name under their icon on the overlay map.
  8. Even though the Drifter intrinsic Fast Travel (rank 4 in the "Riding" tree) provides players with the ability to teleport to Materliths and other important locations in Duviri, this intrinsic is rendered nigh-useless because the map objective marker rings are nigh-invisible. In practice, the map overlay has to be zoomed in so much that it's almost never feasible to do so during missions. The marker is so minuscule and doesn't scale according to map zoom that it's almost impossible to know where the objective even is! Here is the so-small-that-it's-invisible objective marker while zoomed out: And here is the marker zoomed all the way in: The marker ring should be much, much larger and scale with the zoom level.
  9. After disconnecting/crashing abruptly from a Steel Path circuit session, upon relogging into the game, the squad rejoin prompt gets interrupted by not having selected the normal reward track from, preventing from rejoining the squad. Instead of being reconnected to the squad, the player is served the Circuit reward track selection screen. After selecting, the player is NOT reconnected to the squad and the rejoin fails. This was supposed to be fixed in patch Hotfix 33.0.11 + 12 ("Fixed being unable to start the Steel Path Circuit if the regular reward path had not been selected.") but apparently squad rejoins have slipped thru the cracks.
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