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Spiros78

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Posts posted by Spiros78

  1. I had thought to make a small topic about it few years ago, but it's always a waste of time as proved by other nice suggestions i have posted, but here it is, just to get it out of my mind.

    As the topic says.... there are many chairs placeable and fixed, either in dojos or other places, but not interactable and it's a small thing yes, but still....pitty.. why not be able to use them for example when we want to gather with 3-4 friends around a table and talk for the fun? It would a nice detail. There are even nice fixed tables with half-moon sits around them in temple of honor in dojos for example.

    In several occasional small talks i've had in game, most people agreed that this would be nice, while others did not care much.. but in any way, since we bother to pay them and place them..... at least be able to use them, otherwise it feels like their purpose is lost.

    I remember sometimes I even wanted to be able to place 2-3 chairs outside on drifter's camp and sit there along with kahl and friends I would invite.

    Anyway, that's my pov on this matter. 👀
     

    • Like 1
  2. Kahl's missions are not interesting but neither boring.... but i have gotten tired of the way they go ever since they came into play.

    I don't think anyone likes to walk with him... or with operator...or with a frame, but what happens with Kahl, takes us way back.... when we ALWAYS had to switch to sprint mode after any interaction or shooting  and thank god those days are over... but not in Kahl's case..

    From sprint.......Kahl landing from fly, walks..... Kahl sends any command, walks.......... Kahl fires the beacon, walks...... kahl after the use of rampart, walks........ Kahl farts......walks again!! 😡

     

    Seriously......for sake.. plus this ridiculous thing when he gets hit and falls... like a train threw him down while he was drunk and needs a crane to get him up. In general the walk mode in this game was always so painfully slow for most frames and the operators, except for 2-3 frames only.

    This is not Kahl.... but Johny Walker.... ( at least they increased his sprint speed right?)

  3. After my last reply in this post.... i spent lot of time to figure when this issue happens and i had to share my findings.

    Tested with DX 11/12 although in beta and with shader cache on (in launcher settings) for dx12 since only then is supported.... using same video settings and all, I finally learned, that this issue WILL occur 8/10 times I will run the game, but ONLY during the first mission i will run, (second time is very rare) no matter if this will be in standard or open world environments, no matter what i do..... so my only suggestion to all is..... if you see your first mission breaking/freezing every few secs from the first minute..... quit it and re-run it or any other. After this it should not occur again, so in order to keep your mental peace.. abort and reload.

  4. I usually play this game under DX 12 classic engine, although i would love to use the enhanced but it proved to be heavier for my system for now..... for reference my system specs are:

    CPU: amd fx 8350 - GPU: amd rx 570 - RAM: 16GB DDR3 DUAL CHANNEL -Windows 10 64bit pro - I also use dedicated SSD of 1TB for my games (steam - ea - gog) and resolution used is 1080p on a 165hz Dell monitor

    So...i was dealing too with this terribly annoying freezing every few seconds (as if the game's flashing and hit sounds were not enough to deal with all these years), and at first i thought it should be another bug of this bugframe game that developers think we say it for joke but it actually is an embarassing truth... but after i realized it insisted for too long, i started wondering it should be something else for sure. 

    I keep any overlay disabled... amd-ea-steam-gog-discord and i only keep game bar enabled, as they do make things worse even by only being on without using them. My OS is clean from garbage as i never install trash or cheats or pirated software and i convinced myself that it was not bug when i reinstalled, both warframe and OS...... !! I already keep CFG off in exploit settings for long now for eve online, but it the OP here directed confirmed my suspicion too, so i also disabled the ASLR too, only to see for 3 days now, that freezing stopped and the game was rolling smooth as it used to behave (where possible).

    I always restart my router every day or even keep it off while i sleep and i have my NIC and router optimized for stable connection and as low ping as possible.

    Thank you OP....... and my conclusion and +1 is...... people keep CFG/ASLR disabled for any dx12 game, don't expect from any company to tell you so... they always remain silent.

     

    exploit-off.png

  5. I seriously hope, that in those updates, you will finally include in game options, a "toggle hit screenflash" button, as i have requested several times, so that i'll finally be able after all these years to stop using my handmade screenflash cover attached on my monitor. Let's see if you will continue showing ignorance and apathy for our eye health by maintaining and adding flashy visual fx.

  6. I can say this is a logical suggestion, to host on demand and to add here another side option for host, to be able to choose if he wants 3 or 4 people in group. This can make huge difference for everyone in that team, as 4 seems to cause lags-spikes-fps drops, depending on map, graphic fx, what settings each player uses etc.. while on 3, all is smooth and good, almost like solo. Those issues are not host dependable always, as the connection of each member plays its role, depending on how fast it communicates with host (send-receive), thus affecting all players and the gameplay itself.

    Setting the PC type in options-gameplay to Desktop increases chances for someone to host or Laptop to join.

  7. The spot in the photo below, seems to be an annoyance for everyone who enters this tileset, usually found in Salacia, and i would recommend it to be removed from there and make our pass from there easier instead of crashing all the time or slowing down in order to pass over or under it slowly. You already bloated every single map, either archwing or terrestrial with fog since the cursed day when you brought inaros ingame, at least stop placing more obstacles and remove some like this one.

    obstacle-ed.jpg

  8. Raiosh, i feel you, believe me, because i know how many bad ones there are ingame, that's why i play RJ solo, maybe with 1-2 friends from time to time, without rush and with plan. You're right to feel offended and if i were you, i would either try to find people through recruiting.. or abort mission and start another, unless u try to play solo, that will be the same thing for you, since those who join you, want to leech and take advantage of you without offer any actual help.

    I'll be glad to find you and help you properly, since finding people with consciousness and logic in games, is a bit rare.

  9. I don't know why i even bother to report any bug i see, since i and many others have been ignored even in this regard for years, unless it's about drops u dont want us to get or rates above the magnificent number of...... 1-2%!!!. Maybe because hope dies last... anyway...

    -While on my RJ or  in enemies hangar or other place where objective takes place, if i capture enemies inside Mag's magnetize bubble, they can shoot me from inside, plus that hitting the bubble, seems to affect half of those inside. Also, sometimes, they escape it. Also her augments "counter pulse" & "fracturing crash" do not affect them at all any time i cast 3 & 4. Not sure if this happens to all players.

    -Avionic "particle ram", seems to ignore the mines dropped by outriders while it destroys all others. Magic?
    -Avionic "fire suppresion" sometimes does not put fires out despite Cy says  it did, either electrical hazzard is present or not.

    -When i use polearms and staves, any of them, and try to hit an enemy while jumping, an osprey for example, or using bullet jump and hit, the hits go astray and i don't think that air hurts much!! Any other weapon hits as intended, polearms used to hit properly too, until a year ago and earlier. It might count 1/10 hits in case of a staff.

    -Finishers while knockin down an ememy, do not count as finishers as all others anymore as they used to do, so if nightwave or a riven or some other event, tasks you to do that , it will simply be ignored as such while it should not. Furthermore, this type of finisher, sometimes does not damage the target, either it's on straight floor or in the middle of a ramp, most frequent for shield lancers......for years!!

    -Finishers while on RJ or ememy's areas, either by blinding them or void dash and stun them, seem to work 1/10 times randomly. Any other regular mission out of RJ ones and in simulacrum, have no issue.

    -Parazon remains active after a hack, if melee is equipped (not via quick melee), several times, catching me unprepared, while the frame remains still while i'm trying to hit an enemy and haven't seen that my melee is sheathed. Terribly annoying situation.

    In case i forgot any other bug i found, i might update this topic, or create another... or keep playing with the bug and try to ignore it, just like you're getting us used to.

    Bugframe--Jackframe-Flashframe-Knockdownframe... <--party

  10. I had talked about that 2-3 years ago and i decided to mention it once again. Some of us, try to utilize every or almost every available tool there is ingame, and that includes each Orbiter's ability through the air support it can provide. Some people, including me, would not even hesitate to switch ship for specific missions, to gain an extra advantage. So far so good, but the issue here with our ships, that are not there just for their beauty... is the cooldown time of the air support. Ten minutes cooldown, is not cool-down, it's frozen to death !!!! We don't buy or grind for ships, just for the look many of us, because that would be idiotic, since the only time we see them, is during mission load and extraction.

    Seriously now? 10 minutes? An average mission, lasts about 12-15min without rush, so that means 1, maybe 2 uses per mission, supposing we'll make our first use within the 2-3 first minutes, which is plainly mokery in our face!! I've talked from time to time with players about this who agreed it should be far less, and the average time as it seems, would ideally be around 90-120secs, only then we would be able to talk about actual air support and feel that we indeed have a back up from our ship, during an interception-defense-mob defense etc, but unfortunately, i've seen maybe 1/100 players using it, exactly because you have caused this as well by discouraging as many as u can, i wonder why u even added this ingame. Moking us (or try to) through various similar tactics seems to have become your hobby. 

    At this point, i say remove it completely from game since you don't want us to use it, or adjust the cooldown time down to acceptable and usable limit.... or do you want us to pay for that too?

    • Like 1
  11. Why do i have various sound sliders for fx, music, coms, when each transmission in game, no matter how low it is, it always lowers the sound of anything else around me for its duration, ( unless i mute it as  i've done already for my mental peace)? What logic is this, that forces me to listen to lotus, or anyone else during mission, louder than my gunfire or music? I have it lower than the other sounds for a reason, a reason that says......"i want the transmissions lower than other sounds"!!!!!!!!!!! That simple.-

    Sound in life, in everything around us, is essential and very informative. Sound can affect psychology very easy. Sound can be a music to your ears but also a terrible annoyance even without been loud, thus modifying your mood in seconds, just like it happens with visual.

    Going to the next, do those guys who create sounds ever listen to their samples during gameplay? More specific, have they heard them during gameplay? How is it possible, to be approached by any enemy, at a distance of 5 to 50m, getting shot, but his weapon's sound to be as loud as a kitty meowing? And no it's not my speakers, or my volume level or anything common, it's the sound level that the game itself produces based on some distance, guided by the logic of those editors.

    Examples:
    - I have clem next to me, with his famous grakatas and i can hear them loud and clear, sometimes more than my own gun, depending what i have, but they sound as they should
    - Ballistas....they shoot and i hear nothing! Absolutely nothing but an.....air gun, unless i stand in 1-2m in front of them. They can also run and shoot you without aiming at you....magic.
    - Powerfists... melee guys, i can hear them slamming the floor loud and clear.......LOUD AND CLEAR!!!!
    - I used to hear those op seekers and understand how close they are, now kraken has become nearly silent, but mine is like fireworks, you can hear it from far.....!
    - I have a gunner, right in front of me, with her gorgon, which is a beast of sound normally, and me holding the same weapon... at a distance of 3-5m max, and all i hear from her gorgon, is 1/10 from the sound that my gorgon produces!!!!!!! Remember, same weapon, 5m distance only, same fx sound level with clem's example. To note here, that while gunner's gorgon sounds with a nice sound, though weak, my gorgon, either wraith or prisma, sound like rubber gun..!!!
    - I have an eviscerator again, right in front of me, both wielding Miter, and again, i can barely listen to his weapon comparing to mine.
    - i have multiple grineer around me, with either grakatas or hinds (which used to sound very loud 1-2y ago), and now all i hear, tsk tsk tsk from the hits on my frames
    - Corpus techs, with supra, still like a kitty sound, no matter if they are at 5 or 50m
    - All robots, walk so silently, like they have pieces of carpet attached on their feet and sound isolators as well, no matter if they run or walk. They can approach in stealth mode better than i do in spy missions even, and on the other hand, corpus and grinneer can hear my........melee hits in a distance of 5-10m, many times.

    Maybe we need silencers for our melee too!!!

    To note here, that whoever he was who made the hit sounds on the frames, he knew to make them sound more than the enemies weapons and disturbing as hell, since the only i hear is.... tsk tsk tsk tsk, like plugging-unplugging a mini jack from speakers, like a circuit that is burning, which is terribly annoying and my efforts to isolate this frequency were in vain, no matter if i "played" with medium and high scales.

    All these examples and many more that i won't extend to, reveal one thing...... player cannot understand where enemy's fire is coming from, so i and anyone else, has to rely on minimap and vision only.

    I ran few test missions, using either stereo or 5.1, and the result was the same.... My melee combos even sound louder than their gunfire. In other words, the logic here is, that enemies gunfire will be too loud (see previous years) or too low.... (see 2019 till today).

    The only way to hear them louder, is to increase the FX sound, but then, my weapons would sound much louder than i want them to, and would disturb me much. I have no intention to cause havok in my house and neighborhood.

    Is it so hard to maintain a relevant balance and utilize the sound sliders in a logical way and also check the sounds u add on how disturbing they are?

  12. While some of the recent melee changes are good.... Yes i am finally after 4 years able to use ALL of my melee weapons, i give you that..... some other changes though, are extremely annoying. I was able for years to perform finishers whenever i wanted without issues, and now i have this super-duper annoying frustrating "lifted" thing, that  makes enemies behave like baloons, to make my gameplay far worse, even more with Kosma grineer and Corpus in Vallis (a bit less), who behave like tanks. You see one who is (supposed to be) level 20-30, and it feels like u r messing with a 50-60. On top of that you removed the simple tap button to change to melee with hold, which makes me furious.

    Furthermore, this quick melee change is partially good, but not that much for me, but still makes things worse than before. To clarify, if i use quick melee and i want to perform combo using my right click (used as block), i can't because it switches to primary and aiming, cutting my planned move and ruining my mood and gameplay... if i have primary or secondary equipped and i decide to use an exalted weapon, right click hides the weapon but continues to consume energy and ofc half of the times i get killed because of the confusion that you have caused, something that NEVER happened before. Now i must have melee directly equipped first in order to PROPERLY wield an exalted weapon, translated in waste of time and takin more damage in critical seconds sometimes. If i want to get used to such mess?....... NO i don't ! I had left the game for about 8 months exactly because they messed with melee during early 2019 and ruined everything.

    Another scenario, is me having melee equipped (not from quick melee) and using a rampart.... when i dismount, it switches to primary, but i expect my melee which i had last used as it was always.. but no, this is another new fashion. I was using synthesis scanner , and i was simply tapping my button to use melee directly or same key for scanner to use the last weapon equipped, and now i have to hold it, ffs. This "hold" thing is terribly annoying.


    Btw, a note for a recent patch concerning the Orvius. How did you say... you brought back its unique mechanism for enemies? Really huh? Next time be very specific and verify what you are supposed to have fixed, because Orvius grabs enemies ONLY if i use single handed secondary and hold quick melee button but not if i have melee only as it was. Half work as always.


    Speaking of rampart, i'm talking about a machine that is capable of killing a frame in 2secs if wielded by a 30-40 lvl grineer, but incapable of killing a lvl 30-40 grineer,in the same time, right? Also it turns right and left lightning fast when used by them, but slowly when we use it (again). After every 2-3 updates, their turning speed changes, today it's slow, in a month or two, it will be fast again, it's been going like this for years... messing even with ramparts, for sake!! Is there anything you can leave intact and working as it should? no huh?Hard for you not to break something.

  13. So, obviously some things are either not reported (again) or simply not fixed yet. Here's the thing..

    Those Kosma grineer, seem to be (unintentionally), impervious to finishers from back and front, either when stunned (see void dash) or blinded, and the only finisher that works on them, is to knock them down, which again will register the finisher half of the times, even if the animation plays, allowing them to stand up untouched and ready to strike back!

    Also, targeting and hitting a crewship from a relatively close distance, 2000-25000m, is a nightmare, since everytime i'm trying to aim and hit while they move, i must first get blinded enough from their intensive fires in my face, right in the center of my screen messing with my vision (and to catch up any smartie, no it has not to do with bloom etc), so i'm trying to hit them from far, like 3-4km away where even if they fire at me, it won't bother me that much, but in this distance there is a risk of causing half damage to them.

    Find the lost crewship ...try to hit it in peace....and win a cookie...

    blind-aim-1.jpg


     

     

    ---------------------------
    Completing the mission but... while going back to ship or be already in it (worse), i find  kosmas which i must eliminate (yes i almost always play solo). The problem is, that i'm trying to aim and hit, while i still see in a big picture, right in center, what i got from mission, hiding my enemies in front, and playing hide'n'seek, something similar to what happens in poe-vallis missions when u see what u earned after each part of bounty, right in the middle of your screen, in a huge display for several seconds!! I'm not blind, nor i need to have such info right in the center and that big, neither for that long, 2 secs are enough. Besides, i will see what i got in the end of mission in the summary window or on demand at the time that i'll choose. For now, i have to stand still in a corner, until this informative stupidity is finished showing info that i will see anyhow later or i could see in the bottom or top in 1-2 lines without disturbing my view.

     

    block-view.png

     

    ---------------------------------------

    You're experts in blinding your players, continuous red-blue flash in normal missions while taking hits (you could at least add a toggle option for us to be able to disable it), flash while upgrading relics, flash while adding mods on frame-weapon, flash when finding resources, flash when we find a mineral in vallis-poe during mining (how i miss the days i was doing this in peace without flash in my eyes especially at night and dark areas), flash when we collect a medallion, flash all around us in fissures like it's about to rain, bright flash during rainy day in POE.......with sun, (unbelievable) . If you have damaged your eyes by your mistakes, why do you have to try and damage ours too? i don't get it. What's your problem with us as your customers?  Do you hate that much whoever prefers your product and pay you? If yes let us know.


    None, i say none of all the games i've played in 30-35 years, did not disturb my eyes so much. I even made a paper cover for my monitor's sides to prevent at least the hitting flash by covering 1cm right-left-up-down......... i would either do this, or disable HUD which also hides flashing, but this would ruin everything.I like warframe for its biggest part, but there are many issues caused by you the developers, noone else to blaim, it's your work, your mess.

  14. I was about to make a topic about it myself. The stats change currently but any sigma engine someone has installed, they behave the same. I use the MK 3 and instead of 500+ m/s it moves at 100m/s, otherwise i would reach a floating avionic for example that is 500m away, in one sec, but i need five !!! I tested that as well with MK 1 and it was exactly the same. The boost speed is also a joke ofc, a mokery. I hope it will be corrected the soonest.

  15. I was about to make a topic about it myself. Indeed any sigma engine someone has installed, they behave the same. I use the MK 3 and instead of 500+ m/s it moves at 100m/s, otherwise i would reach a floating avionic for example that is 500m away, in one sec, but i need five !!! I tested that as well with MK 1 and it was exactly the same. The boost speed is also a joke ofc, a mokery. I hope it will be corrected the soonest.

  16. Since u decided to restore the very useful quick melee and melee only, after the mess u caused for months, at least do it right by restoring the "switch to melee" button as well. We all had used to it for years, to tap instead of hold to use melee and now u have left us in key binds, with two fields, that do exactly the same thing, either tap or hold them, so one of them must change to melee as it was so that we Tap and not the frustrating Hold. These two options were there for years, along with "switch to melee" as third one, so what i propose here, is nothing new or innovative, but rather very useful, a simple change to melee by Tapping as it was, preserving the other for primary-secondary only, and using it also as hold if some people want to switch to melee like this.

    I would prefer after quick melee use, to get back to my last used weapon as it was instead of keeping it out, but that's another story. Same goes after simaris scanner use.

     

    So..... Switch to melee.....by tapping..please.

    gun-switch.png

  17. Ever since u brought that fog dirt with inaros, u automatically ruined the half game with it, but u proved in action that u don't care since u kept adding more and more, so i'll ask (never beg) to give at least the option to customize the lighting of the ship in the same way it happens with dojo, so that i can drop a deep black in fog part and see it again clean like it was 3 years ago, since i can't do that for grineer and void tilesets as well, where they look like fire around produces smoke and void where half rooms become white and u have to get very close to clean a bit! 

    Also a screenflash on/off option would do big good. Of cource i already know i wasted time to write here.

  18. It seems that when peacefull provocation is working, it renders equinox easy to kill by terra shockwave moas.....rank 6...... in 2 seconds !! No need to wonder what can happen with rank 20 or 30. Got sick of hundreds of bugs after every coldfix. One fix=100 bugs following as always. Disgusting.

  19. Two more bugs that must have been reported by someone in the previous years, it can't be not, but nothing strange for bugframe. Limbo's rift on ceres seems to be picky against the..... natural elements of the planet, because while in rift, limbo can be burned and poisoned as it's quite obvious here in these two spots. Maybe if u add more fog and make it like void mess in white style and more rain, those bugs will be solved....not that u will do something about it now.

     

    limbo-bug-1.jpg

     

    limbo-bug-2.jpg

  20. Recent sound changes on weapons, are something very good and i recognize the good work when i see it, something rare in this game,  but still, once again, half job done. Obviously different directions are given to the game engine as to what to use when it comes to enemies weapons and ours.
     
    Old sounds are still used by enemies or teammates, while few weapons need slight tuning to bass or treble, such as gorgon, which sounds perfect while in the hands of gunners, but still like a rubber-gun while in ours.
  21. Drops from enemies are not pulled while in archwing like it happens in usual archwing missions, and it's not that easy to get them going up and down all the time out there, so drops pull should be the same in there too, from a logical distance of 10-15m like it works in space. Take a look at it someday devs.

  22. I would really like to see the gunfire from strun, to stop been so blinding as it fills the screen due to its spread. It's known that gunfire from corrupted enemies, have intense lighting, something extremely annoying when it comes to strun and turrets, which fill the screen and cause eye strain which can lead to serious problems for any person.

     

    Generally the lighting and fog in this game, is intense, in 5/10 maps, no matter if bloom is off and dynamic lighting that make things worse, and i'm not talking only about Void areas ofc. From time to time, u do some good work, like in the recent update, although half finished once more, so try to focus a bit on this matter, as it's about eye health, our health.

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