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CaptainJLP

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Posts posted by CaptainJLP

  1. 21 minutes ago, Teloch said:

    I think you're just lying. 

    I had the void thing spawn after the sacrifice quest, and the only thing that was different was the fact it refused to disappear regardless of what or where I was doing. It was gone after unloading from the ship

    Its true, I got spooked when playing rathuum with my friends for endo (due to those new mods) and I turn around to hear it say that from distance as I look at it, unfortunately I got sucked back into the mission we kept doing on repeat due to start timer.

    Btw its the man in the wall, Not Rell.

  2. This bug report was my mistake, I wasn't paying attention to the changing surroundings when doing the quest, everything down bellow is false due to the waypoints being a little bit clunky when going through the portal and the surroundings looking very much similar.

     

     

    Reffering to the "Salvage" Mission / Last Mission inside of Stolen Dreams

    Decided to replay the Stolen Dreams quest and it appears that the void portal that takes you back to mars (when you have to extract, after killing the Arcane Boiler etc) does not do anything except teleport you back into the derelict (facing in the opposite direction of the portal, like all void portals work when you come out of them), instead of taking you back to mars.

    I aborted the mission, did everything again, and the bug still took effect. It seems the portal that should take you back to mars, is exactly the same as the portal that takes you from mars to the derelict, as both of their destinations are the derelict.

    I have all available quests completed.

  3. When in any of the two onslaught game-modes, putting your operator inside the conduit's spawn location range, transferring to warframe and transferring back to your operator ) when the conduit has spawned in , will result in you getting teleported to the next chamber (no matter where you used transference).

    Sometimes this can remove your access to you warframe and weapons and make you lose all affinity (and focus) earned  by those items and the operator will then act as a warframe and get downed etc.

     

    The title would have been too long if I was to put the whole bug details into it.

  4. On 2018-05-23 at 8:09 AM, Rauxa9 said:

    I love the new room, but thought it would have more too it. I would like to suggest some of the following to give it some more flare and be more fun and challenging:

    • Different modes (with better examples below)
      • A "beat the clock" mode
      • A "survival mode"
      • No time limit mode, just try to complete it
    • Moving platforms (horizontal, vertical, and rotating)
    • Moving lasers like in the void (horizontal, vertical, and rotating)
    • Shock wave emitters like orokin death orbs
    • Cold traps
    • Hindrance fields that can be placed to add a bit more to the challenging aspect
      • No bullet jump feilds
      • Weapon lock feilds
      • No wall clinging
    • Laser fields with delays
    • Simulated enemies that fight back
    • Puzzle aspects for a beat the clock mode
      • Movable cubes
      • Pressure plates
      • Logic funtions
    • An option to make the whole floor a failure zone instead of having to place a ton of red zones on the ground (floor is lava mode lol)
    • Ability to see people run it right then and there and not have to run it in a separate instance, like how the dueling room was a long time ago, and have the course be unplayable while the dojo architect is building it. Better yet, allow the architect to switch it to being playable or not, that way they can plan out while decorating and not have people run around and mess them up (while decorating, the decorating camera can only reach the building area)

    These ideas are great! Though if anything I would also like to see:

    • Set Health amounts and Shield amounts, I.e all warframes have 200hp and 100 shields. (regardless of mod setup)
      • The amounts can be changed.
      • Mainly here for DoT traps like the fire trap (only current DoT Trap)
    • Operators Only / Warframe Only / (Maybe) Both Operators and Warframe*. 
      • Operators cannot void mode and void dash through traps (or at least just the Boundary), maybe with the exception of DoT traps like Fire.
      • *Currently it is both Operator and Warframe.

    The things I highlighted (bold) in the quote are probably in my eyes, are the most needed features.


     

  5. A good suggestion, at least add 150% more capacity, right now the room cannot be filled very much (Current: 640, That is a lot but not much for a 150m x 150m x 50m room) unless you are building a course like the default one. This would allow for larger scale projects like mazes.

    Also the placement controls are very quirky, by this I am mainly talking about the rotation, Objects seem to always rotate by them selves when you do not want them to, especially in the air.

    The Boundary traps cursor hit boxes do not scale and most the time when you scale it up, the bottom half  is always going through the floor (when used as a wall, when placing on the floor). All death related traps cannot be placed within each-others range. 

    And a small bug I have encountered, When moving an object away from its first location will cause it to move (like usual), but it will create an invisible barrier (Maybe the size of the objects hit box, Cannot clarify) which will stop objects from being placed in  and near that area until the current "session" is left and you  re-enter the dojo.

     

  6. When going to the Plains of Eidolon from Cetus while under the effects of "Network not responding", the game will permanently keep the network not responding message on screen until you either abort the plains or go back to cetus and than go to your orbiter. This usually occurs for me after I do an Eidolon Capture Run with a squad, go back into cetus where I usually get "Network not responding" (Which usually lasts around 5 - 10 seconds), and go back into PoE very quickly which keeps the message on screen permanently. This only appears to happen when I am the host and when I'm on Invite only matchmaking. In solo matchmaking this message doesn't pop up.

    Quick note: This also happens when I go back to relay from the simulacrum, the network not responding does not stay permanently on screen though, due to you not going through a loading screen similar to the cetus / plains door.

  7. On 2018-05-11 at 4:00 AM, [DE]Danielle said:

    Increased damage from 350 to 500. *

    • *To enable Saryn to more reliably spread her 100% guaranteed Viral proc, we've increased Miasma's range! To compensate, we've returned Miasma's damage to its previous state, as more enemies can be inflicted by the Viral proc and the double damage bonus on those carrying Spores.

     

    Any stats on range increase? Seems pretty good now, but we don't know what the change will be, I like to think its now 20m / 25m or something like that and not just an increase of 15m > 16m range.

  8. On 2018-05-11 at 4:00 AM, [DE]Danielle said:

    Spores

    Spores now have Infinite Duration and Escalating Damage! What exactly does that mean? Essentially, Spore duration is determined by the enemies affected. As long as enemies are dying to Spores, they will spread.  As an added bonus, the longer your Spores deal damage, the more your damage output will grow. 

    *Developer note: We really want to emphasize that this is experimental. With Spores we’re trying a couple new things that we’ve never done before, so we’ve entered new territory that is both exciting and a little scary: Infinite Duration and Infinite Escalating Damage. Both of these have had interesting and fun results under normal test play and conditions, but we are still testing and looking for edge situations that might require us to go back to the drawing board.

    • Spores changed from Viral to Corrosive damage, which repurposes it as a great tool to strip armor from enemies. 
    • Increased Status Chance from 10% to 50%, also scaling with Power Strength.
    • When an enemy affected by Spores dies, they spread to surrounding enemies. This makes it much easier to keep Spores active.    
      • *Developer Note: We are particularly apprehensive about Spores behaving this way since we’ve paired it with an already experimental mechanic  - it is the most likely portion of the rework to be highly reconsidered before launch.   
    • Recasting Spores will detonate all active Spores and will deal 2x the damage on an infected enemy based on the number of active Spores and their current damage per tick.
    • A meter showing damage per tick and the number of affected enemies will be available in the UI to keep tabs on active Spores. 
    • Venom Dose Augment Change: Spores cast on allies temporarily grant them additional Corrosive (was Toxin) damage to all attacks.
    • Spores optimization! Under certain circumstances, Spores has been known to cause framerate issues in its current state. With the spreading nature of Spores in the rework, we’ve decreased the CPU burden which has made a noticeable change to the ability’s overall performance while active. There is still room for improvement but we’re fairly happy with the results so far!  

    On a second note, something tells me this will make spores an underused ability from a "proper build" state, having spores being a toggle ability will remove the spore turret play style very well, but at the same time it kind of removes being able to cast spores on an enemy when ever you might need to without deactivating spores on other enemies and having a good status spreading ability, which is what I primarily use it for. Sure there is the boring saryn spore turret meta which kind of ruins saryn's other abilities, but it might ruin the effectiveness of spores. As for me I use spores for reducing enemy health at higher levels, and no, I don't use 900% range, I only use stretch and no strength altering mods. I can see this new spore ability making saryn even less player engaging as they just press 1, spores spread to enemies with the very high range achievable and she they disappear and pass on the spores to another victim. In normal game-modes this might be fine, but in onslaught and such might be a little too much, for a first ability considering Miasma is also an ability and should be used to do damage rather than spores, 25  energy to destroy a room with an ongoing ability or 100 energy to do a pretty high amount of damage to enemies with in a very low range, we all know spores will be better than miasma which leads on to the next change.

     

    On 2018-05-11 at 4:00 AM, [DE]Danielle said:

    Miasma

    We’ve taken what’s great about Miasma, and made it even better in the scope of Saryn’s 2.0 changes! 

    • Changed Miasma’s damage type from Corrosive to Viral. 
      • *We've swapped Miasma and Spores damage types with one another since Spores in its 2.0 form allows for more than 1 proc per second.
    • Miasma has a 100% guaranteed Viral Status Effect on damage tick. 
    • Increased damage from 350 to 500. 
    • Increased duration from 3 to 5 seconds. 
    • Miasma inflicts double damage on targets affected by Spores. 
    • When recasting on the same enemy it will refresh the tick duration and maintain the Viral Status Effect, but will not stun enemies a second time.

    There's nothing to talk about here really, but the fact that the range of Miasma is pretty low, compared to other abilities the range is not sufficient, 15 meters is pretty bad (especially compared to spores increasing range) , 20 meters is okay and well 25 meters is great. Even spores current spread range is higher than miasmas range, not by much but it is, and since miasma can deal double (well 4x due to viral proc) damage to infected spore enemies it just makes sense that we should be able to hit them all and not have very minimal amounts of enemies effected. Do not put this in the perspective of the spore turret play style where you have okay range, spore turret play style is boring and half the time miasma is not used, due to the low range anyways.

     

    Other changes are fine, there is nothing bad about the other changes as they are not too drastic.

  9. 36 minutes ago, Darkuhn said:

    Is the damage reduction while blocking still there? If so, why don't change it to an always active damage reduction with a cap of 45% while wielding Primary and Secondary Weapons an a cap of 90% while wielding Melee Weapons?

    The damage blocking is only for melee blocking and is additive up to a maximum of 90% damage resistance from blocked damaged. I.e with Ack & Brunt it is capped out without any strength mods what so ever since 85% + 40% - 35% (Cap) =  90%, The idea of just having a damage resistance without blocking is kind of well, if you've seen what she is capable of doing its kind of good without damage reduction, always she will be a little bit too strong and well the damage reduction with primaries does make sense since you cannot block with them, but it isn't needed. But your entitled to your own opinion on what you want changed. So if you think its a good idea go right ahead.

  10. As long as you keep my condition overload melee saryn alone, I'm fine, the miasma and spore damage type switch around, might be scary though and the new spores might  make me go to viral and heat instead of corrosive and heat on my silva and aegis prime.

    I have no care in the world for macro, Spore + Zenistar / Gas Cloud on Molt Hydron Setups, unfortunately there are people that like these setups, but as of right now, they are just for getting focus or getting a mission done etc. But to be honest, The game isn't about sitting on Hydron kill stealing off of everyone, I'm guessing this change will come to equinox soon as well, with maim.

    Spore changes look scary, well the mention of them not spreading seems a little bit frightening. Molt changes, I 100% agree on, everything about those changes to molt are great, though is the speed boost effected by strength and duration and if so what is the speed boost percent or flat increase (we have yet to see a flat increase) , Saryn Prime only has a walk speed of 1 and her normal counterpart is 0.95.

     

    Also just for a quick notice I am currently watching Prime Time to see stats and that, so don't blame me if I have not much info on the abilities

     

    Okay abilities look fine and nothing much has changed as far as I can see, though any information on molts speed boost increase, there was nothing in prime time that explained the speed boost increase in detail. It would be cool if it added temporary bullet jump speed though to get her out of those situations. The armor increase = Nothing much, I use quick thinking and hunter adrenaline with 850 energy and maxed vazarin with regen molt, so its just a nice quality of life in my opinion.

  11. 14 hours ago, peterc3 said:

    Are the Immortal skins... even full skins? Do they do more than alter where whichever channel gets applied?

    Immortal skins are basically re-skins as far as I can tell, not re-models such as deluxe skins. The same applies to tenno-gen which are re-skins, not re-models.

    They usually add extra details to the skin etc, Saryn's immortal skin is a pretty good example of this.

  12. Don't know if this is intentional or going to be changed soon, but to keep consistency with tenno-gen skins, I feel like toggle prime accessories on Immortal skins would be a welcomed change, because if you want to use the base immortal skin of a warframe, it requires you to use the standard version of the warframe, primes will have the extra details added to them, which some players like, but some players don't really enjoy as some prime details don't exactly go with the immortal skin and not everyone is going to use the standard version of the warframe they have an immortal skin for just so their warframe looks better etc, as it means you have less stats, polarities etc than the prime version.

  13. After doing an Eidolon Hunt as host with a squad, Nor me or my squad could get into cetus (through the door), the timer wouldn't start, having everyone standing in the door didn't work. I have no idea what caused it, but the only way people could get into cetus was to leave squad as that created a new session for them, but as for me the host, the session did not get reset due to how plains of eidolon works and I had to abort because there is no way for me to get into it.

    One of my squad members took longer to load in than usual, which might have impacted something, but I have never had this issue with people that struggle to connect to my squads, so I am doubtful . I have had no past experiences or encounters with this bug / glitch. The tunnel to cetus did not lose its nullifying properties.

     

     

  14. Can we have the reward show up without going through the portal, sure it looks cooler to go through the portal and get the reward but in squads this feature is very annoying, you can end up sacrificing a squad members rewards by them going through the portal and host migration fails. And if your wondering Yes this did happen to me, I don't think wasting 20 minutes of my time was worth it.

    With this at least you will not get host migration and risk losing everything in a pub squad.

  15. Host Migration, I go through the portal to grab my reward the others stay behind, and host migration makes me lose all of my progress. In all honesty this is even worse when the host aborts.. everyone loses progress. Shouldn't it just throw me into my own little hosted server, if I can't get by host migration, Instead of sending back to the menu and losing absolutely everything. I'm very sure its intended to work like that at least.

     

  16. If you click on a chat link (in this case I clicked a relic Chat Link in clan chat) before you go into a mission loading screen (Due to start timer and such) your chat and cursor will go invisible until you restart Warframe.

    The cursor is not visible on defense / interception / infested salvage (extract / continue) UI's and on the select fissure rewards UI, you can still select the extract / continue buttons / rewards but the cursor is invisible thus it is very hard.

    The chat bar is invisible but it still can be used, no new messages or clan / squad / alliance will pop up and when clicking the chat stops you from moving and you can type but, you cannot see what others are writing or what you are writing. (I tested this with a friend for confirmation)

     

    I was able to replicate this with no errors, Important Note: This bug only happens with chat links that display whole images on screens (completely change the whole screen, not just part of it)  , I.e [Mirage], [Mag], [Meso N5] makes the whole screen change which triggers the bug, but this does not work on chat links such as [Khora Chassis], [Braton] or mod chat links due to them only taking up a small portion of the screen. You must have the chat link opened as you get put onto the missions loading screen for this bug to take effect.

    If you exit the chat link before you enter the missions loading screen, you will not be effected by any of this.

  17. Sanctuary Onslaught can cause non-hosts (Players 2-4) to crash during the opening of a conduit. As far as I have observed, this is usually predictable because, the conduit spawns much slower than it should, and then when it spawns 1 or more players that are not host just crash, I have no clue what the cause is, but It seems to only happen to non-hosts.

    Edit: It appears if I allow a teammate that has lower internet or PC Specs (Maybe one of these affect it) to host than mine , its seems to be fine. Unfortunately this bug technically doesn't "crash" the game, instead it just makes warframe take up your whole monitor and does not want to close, unless you use something like task manager if you could get that to be in front of warframe on your monitor to close it or you simply restart your PC, which does not generate crash reports and send them over. 

  18. An example of this

    Note: I am using Kavasa Prime Kubrow Collar in these pictures:

    In the Orbiter, modded statistics are shown:

    mMNPSSG.jpg

    Going to a Relay / Simulacrum , the UI only displays unmodded Stats, as can be seen the toxin and slash damage, crit chance, health is not the same as in the previous picture, currently I only have my Helminth Charger out to display this:

    GNKjOM8.jpg

  19. Whilst inside of a relay (such as Cetus) or the Simulacrum (and Maybe Captura (Untested)), when applying or viewing mods on companions (Sentinels, Kavats, Kubrows, Helminth Chargers), the modded statistics are not displayed on the UI and do not display any statistic changes.

    I.e Adding a Rank 10 Maul to an unmodded Adarza Kavat will change the slash damage amount from 80 to 344, however in the simularcrum or in a relay the damage is still said to be 80 slash damage with the Maul Mod equipped. This goes the same for adding other mods to a Companion.

    The modded stats however are still correctly displayed in the orbiter as they should be.

    This does not effect Sentinel Weapons modding UI or any other modding UI.

    - As of Shrine of the Eidolon: Hotfix 22.17.4

    This post was accidentally posted in UI Feedback until I realized the mistake.

  20. Whilst inside of a relay (such as Cetus) or the Simularcrum (and Maybe Captura (Untested)), when applying or viewing mods on companions (Sentinels, Kavats, Kubrows, Helminth Chargers), the modded statistics are not displayed on the UI and do not display any statistic changes.

    I.e Adding a Rank 10 Maul to an unmodded Adarza Kavat will change the slash damage amount from 80 to 344, however in the simularcrum or in a relay the damage is still said to be 80 slash damage with the Maul Mod equipped. This goes the same for adding other mods to a Companion.

    The modded stats however are still correctly displayed in the orbiter as they should be.

    This does not effect Sentinel Weapons modding UI or any other modding UI.

    - As of Shrine of the Eidolon: Hotfix 22.17.4

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