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Nneevor

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Posts posted by Nneevor

  1. During a lich mobile defense mission on Boethius - Mercury lv1 kuva lich spawned, started casting its abilities and became permanently invulnerable. I could drop its shield, but all three health bars were permanently greyed out, and no futher dmg was applied after shield loss and no parazon prompt ever triggered.

    Lich was on first rank, spawned from rhino prime and had rhino's abilities, i was also in the same rhino prime that spawned him.

    I was able to successfully complete mission without killing the lich, just stomp-stunning and drawing his attention from the objective, and then extracting as usual.

    During that I've noticed that, as long as lich is in mission, kuva thralls continue to spawn (possibly endlessly) and i was able to obtain 2-3 times more requiem murmurs then expected from this mission. This effect seemed to stop only after final objective was marked as completed.

    During whole mission lich has triggered several "instakill" animations against my warframe without any visible effect, aside from knockdown, and without rank-up effect or despawning.

  2. As in topic title, when a client player gets disarmed by grineer drakh master his dropped weapon disappears from mission, no waypoint or model can be seen, can't be picked up. 

    Said weapon is still visible (blue waypoint and animated model) for session host. 

    Bug encountered repeatedly in various grineer missions without any special steps to reproduce, from both perspectives, even on first succesful disarm by Drakh master. 

    Below screenshots of the bug from the same mission from host and client involved respectively. 

    unknown.pngunknown.png

  3. Can confirm following: 

    All light sources in corpus missions are overtly bright to the point of interfering with visibility and causing noticeable physical discomfort in prolonged missions 

    Lighting in grineer missions seems more yellow/orange and significantly uneven between various rooms (dead end rooms seem especially dark) 

    Metallic effects on orbiter skins seem flat and desaturated, with very strongly visible loss of color intensity from before mainline patch (most noticeable on what used to be vibrant gold, now faded to almost pastel yellow), all colors look like they've been passed through whitening filter. 

    When asked about color changes post-mainline in alliance chat I received confirmation that multiple players noticed similar issues (especially in corpus tileset) 

  4. In Lua Exterminate additional mobs spawn in direct vincinity, or even directly in front of player. In other missions, even of the same type, mobs spawn well outside players line of sight, either in dedicated spawn points or in neighboring cells. In lua exterminate they spawn as soon as player clears the room, directly outside said room behind player (requireing constant backtracking), ahead of player, or, in large rooms mostly, randomly in the same room, often i direct view of a player.

    Additionally all mobs are already alerted, and instantly fighting each other and player (this behaviour seems similar to Sanctuary onslaught, but without "teleport" effect). 

    Above effects are persistent across multiple runs, client restarts, local machine restarts, and at least two hotfixes so far. 

    To replicate initiate solo Lua exterminate and proceed normally taking care to fully clear all mobs in a room without rushing ahead, before following objective marker to nearest enemy. As soon as player moves in a cleared room mobs should spawn within default minimap range. (additional effect: if player stays idle in a cleared room spawn wont occur immediately, but only after next player action, observed on at least two separate ocasions). 

    Further tested in friends only mode, same effects happen, amount of mobs spawning on top of players proportional to team size. 

  5. Can confirm, daily Jailer NW objective disappeared from list mid-completion (2/3 captures), completing 3rd capture still awarded NW standing and reward, but objective remains invisible in in-game list. 

  6. It is a problem because Warframe is advertised as fast paced run-shoot-meelee-run typ of game; without targets there isn't much to do beside running. 

    I've had the same impression in all non-infinite missions in new gas city tileset, to a lesser degree, next worse after exterminate is capture, then sabotage and spy. 

    This does not happen in grineer tilesets, compact nature of the enviroment forces near constant interaction between player and hostiles and gives subjective impression of something happening constantly, or enemies being more numerous than they actually are. 

    Yes, I'm very well aware that number of players in team changes size of mob population. I'm also aware that significant portion of warframe playerbase prefers to go solo most of the time, for that group it's still a valid concern. 

    The only other tileset that ocassionally has the same empty feel is Void, which unsuprisingly is the other one with its share of big, spacy rooms, but even then it's far rarer than in gas city, as mobs seem to be more evenly distributed there. 

  7. Reworked gas city tileset may require a rethink of cache searching mechanics.

    In other tilesets, placement of caches is fairly consistent with the range of audio cue they produce, and with a headphones and a bit of experience its easy to search for them just by the sound while dealing with primary objective. 

    In current gas city spacing between some of the rooms (especially around the "open to outside/broken catwalks" type) and height of some of the enclosed rooms places cache spawn points far outside any reasonable player perception range, forcing players to ignore primary mission objective and specifically go out of their way to search. 

    This problem also exists in other tilesets, but is usually limited to one or two specific rooms per tileset. In gas city it is possible in almost every room that isnt straight, flat corridor. 

    The changes to level design and visuals are welcome, but they should bring along modifications to all dependent mechanics. If spacing of areas increases, so should ranges of informations provided to players about various preexisiting features, or they'll just get lost in the background. 

    In current situation caches in gas city should be given larger area they're audible from (at least three, if not four times of the current one), or at least receive dedicated minimap icon (like various collectibles). 

    I haven't played syndicate mission on Jupiter yet, but if the token spawn points are still tied with caches, then i expect the search to be horrible experience, given theres 8 of them and they're silent and tiny. 

  8. Gas city overhaul visually looks great, bigger rooms and corridors allow for more movement freeedom, which is nice, new surfaces, mobile elemnts, destroyables, etc. , give the place a nice industrail feel. However after a few days, after the novelty started to wear off I've noticed that during exploring the tileset often feels empty.

    What I specifically mean is that bigger environment seems to still be populated by old mob density, more adequate for previous tight quarters environment rather than new, more expansive one. For non-infinite missions that means player may be traversing long corridors, or 2-3 rooms with little to no opposition; wich may translate to having nothing to do if one is not harvesting containers or opening patterned doors. And for a game like Warframe that is a big problem. 

    Final effect is that combat in gas city is (mostly) happening in few areas with clusters of mobs separated by medium-to-long treks by mostly empty halls. This is especially visible in exterminate mission on Carpo. And even if the hostiles are more spread around that just thins their numbers to disappointing levels (1-2 moa per corridor, before a room or two with 6-8 crewman). 

    With environment bigger in all directions players now have chance to actually use the superior mobility of warframes... but barely any targets to use it against. 

  9. After building and applying Smoking body ephemera ive noticed two distinct bugged behaviors:

    #1: when in arsenal and switching between frames with different color ephemera, or from frame with ephemera equipped to one without, the effect of "older" one (previously displayed one) persists in warframe's background; if you switch between frames with same color ephemera the effects overlap creating double density of effects; if you enter arsenal from orbiter with a frame with ephemera equipped that frame's ephemera effect will persist across all warframe swaps for that session.

    no special reproduction steps needed, just enter arsenal and start swapping around

    #2: ephemera effects are invisible in solo play, tested with multiple frames and mission types

  10. Not sure if it's bug or a feature.

    Hildryn's Aegis storm, among other effects, disables sprint, but for whatever reason still allows use of dash if both sprint and dash are under same key (as tap-to-dash, hold-to-sprint config). Tested about 5m before posting in 2 separate missions, dosen't need any special steps to reproduce.

    If it's intentional and not a bug some kind of "works as intended" clarification on wiki or next patchnotes would be nice.

  11. As mentioned above multiple times fracture sealing part is not enjoyable at all, for a mobile defense it goes far too slow and becomes boring way too fast. Farmed 100 points with a friend and we both agreed that its only redeeming feature was plenty of free time to talk on discord, since we were both mostly disengaged from what was happening in game. If this kind of content is planned for future events its pacing has to be seriously revised, WF main entertaining (at least for me) is fast paced gun-melee-powers gameplay, not standing on one spot for 2+ minutes refreshing frost orb sniping mobs from 70+ meters.

    As for Exploiter boss fight it is vast improvement from profit-taker. It is proper, clean puzzle boss that has to be treated with specific sequence of actions rather than being another invulnerability-phase-walled bullet sponge; with summoned mobs being minor distractions rather than serious threat. Scripted "glory-kill" sequences also add nicely to the cool factor. Making Hildryn most common drop is also pleasant change from other farmed frames (like khora or nidus).

    If theres anything to be said against it is that small fractures spawn way too far away from one another, and Exploiter tends to walk into nearest cliff and get stuck there, meaning it basically stands in instant trigger range from collant raknoids spawn point.

  12. Just read patchnotes about Profit-Taker changes, and I see nothing really changed. It's a half-hearted attempt to put band-aid on an inherently broken product. Promising players guaranteed drops is an attempt to bribe them ito playing content that otherwise isn't worth the time and effort, and I see it as a silent admission of guilt, that, yes, that boss fight was proven to be broken.

    Not only that the promised rewards dosen't even make the slog of a fight any more enticing.

    Articula is irrelevant for anyone who isn't  a collector.

    Debt-bonds can be obtained quicker and in greater amount from Ticker or Bounties.

    Credits can be farmed far more efficiently (and less annoyingly) in index or high-level endless missions (especially with booster).

     

    Theses changes fix nothing on underlying problems with the content, it's still not worth mine or anyone else's time or attention.

  13. Same as above, new locker's status is hard to distingush at distance, what little status marking light there is is drowned out in corpus ligting or invisible at angles, and the rusty orange ...thing... on the door looks just ugly and completely outside of established corpus esthetics. Please bring old lockers back, maybe with a facelift; they were sleek, simple, recognizeable at a glance, you could almost see them being mass-produced and stacked endlessly in a warehouse somwhere.

  14. Completed the Proft-Taker bounty chain yesterday, and, sadly, I'm disappointed. Whole seems to be rushed, unfinished and not tested properly, especially the Orb fifgt itself, but going step by step:

    #1: unskippable cutscenes: that's a major failure, breaks pacing, breaks players ability to start another mission quickly, slow voice acting becomes annoying on 3rd-4th repetition, and all around wastes everybodys time. That's a Game Design 101 issuse that shouldn't ever appear at all.

    #2: lack of clear delineation between phase 1 and 2: as one completes 1st phase in plains and receives bounty reward Little Duck comes out to allow player to start 2nd phase, she is however marked with yellow "mission objective" marker, where there should be none (phase 1 is complete, 2nd not started yet). It suggests that player is still continuing phase 1 and can be confusing if you want to run only phase 1. Little duck should be marked with blue Solaris Agent marker when outside.

    #3: Profit-Taker fight itself tries to mix two incompatible approaches to boss fights. First is what I'd call "sponge" boss - one that has lots of HP, small to medium DPS output, but only needs enough firepower, and sone proper timing, to be taken down, examples are Vor, Vay Hek, Lephantis. In this case spawning random mobs in numbers is justified as distraction from shooting the same spot all the time. Second is what I'd call "puzzle" boss - high-DPS, invulnerable ones you can't make a dent in no matter how much DPS you bring until you figure out the right sequence of actions to make it vulnerable, examples are Razorback, Jackal, Eidolons. For this boss the challenge is in staying alive until its vulnerable and dosen't need hordes of support.

    Profit-Taker is clearly a puzzle boss, use the right weapon at the right time, remove shield chargers, avoid boss' DPS... but it's accompanied by a detachment of endlessly-respawning mobs form "sponge" type fight. Not only they're completely unnccessary (archwing ammo can be provided in other ways, or just work the same as in space), they're actually bigger threat than the boss itself, and that completely breaks the point of boss fight!

    All in all I've done the chain once, last phase was not fun, not a challenge, it was a chore, boring, tiring and too long. I know im not doing it a single time more, running other phases is better both time- and reward-wise. Profit-Taker in its current iteration has already overstayed its welcome after 1 day.

    • Like 7
  15. So I've went out and did some testing with conservation hunting bolarolas with Ivara. Starting conditions were: 27k daily standing cap, 45 340 US standing, active resource booster.

    I've made following captures: 3 spotted/good for 750 standing /1, 2250 total; 4 spotted/perfect for 1k/1 4k total and 1 thorny/good for 1875.

    In mission progress check showed i should have +8125 standing (correct), 61 590 total (incorrect) and 14 spotted tags (correct) 2 thorny tags (correct). On entering Fortuna mission sumary displayed +8125 standing, 53 465 total (correct), 14 spotted tags, 2 thorny tags, daily cap available 18 875 (correct).

    It seems in-mission progress check, for whatever reason, adds earned standing to predicted total twice and displays wrong total standing.

  16. After update 24.1.2 I've went and tried out ability changes. I did it in a nightmare (no shield) mission vs infested, so lots of lv 50 leapers, chargers, few ancients and rare eximus.

    Stagger added to 1st and 2nd ability was barely noticeable, it's too short and does not add any practical improvement.

    Insta-kill treshold increase still not noticeable, despite enemies being higer level mauling them with standard meelee weapon was still more effective than trying to whittle them down and stop to cast ability

    Heal area increase is a step in the right direction, but heal rate is still too slow, required 4-5 casts had to be up at any time to mitigate incoming damage from 3-4 enemies. Those proportions should be reversed (at least) for it to be reliable in missions above lv30; or it should become AoE.

    Dread mirror shield still completely useless against melee mobs, compouded by the fact Garuda has no proc\stagger resistance or mitigation means more than 2-3 enemies with stagger, stun or pull abilities can easily stunlock her and render unable to do anything.

  17. Like in the topic title. I've hunted multiple pobbers, virminks an bolarolas in one go, I've started with 45k solaris standing and 26k daily cap; after all the hunting in-mission progress check showed I should have 71k standing, instead after entering Fortuna i've only had 62k, but ALL 26k cap used (so cap at 0), meaning 8k standing was somehow "lost" during transition from Orb Vallis to Fortuna. This was also second time it happened, a day before I've been hunting kubrodons with a friend, once again used up all 26k daily standing cap, in-mission progress check showed I should have 51k standing, after entering fortuna ive only had 45k. Number of tags awarded also dosen't match number of successfull captures.

  18. I fully agree with the above and would like to provide some ideas on how to (maybe) fix the issues with Garudas current kit:

    Passive: dmg bonus on losing health would only be useful on a frame that has damage mitigation skill to survive it's use, like Rhino, Valkyr o Wukong, on Garuda trying to benefit on it in any significant way further disadvantages her already low survivability.

    1st ability: move talons here and give them lifesteal (best choice), stun, stagger, guaranteed bleed proc, something actually useful in melee

    2nd ability: move shield here, change it to armor that actually does ... something. In its current shape shield makes you charge right in the hottest area damage-wise without any means to control it; it's directional - in a game where most of the time you're somewhat surrounded or at least flanked, Rhino and Nezha can take it with armor, Volt and Gara can put up a wall and shoot from range, Frost has his globe, even Hydroid can escape into puddle, Garuda's shield does nothing of the above, dosn't mitigate enemy procs, aoe attacks, and visibly lags behind crosshair. In short its useless.

    At the very lest it needs to become full circle around her, maybe with dmg reflection, or at least some kind of proc resistance to bring it up to other frames defensive abilities level. (Giving her gas/toxin/viral resistance would in my opinion give her a niche as infested hunter and still play into "blood manipulation" theme. )

    3rd ability: about current one - rip it out of games code, nail it to the wall in the design room with a big red banner above saying "Never again". It's literally completely useless. On a frame that already dosent have reliable defense lowering your health further, especially for energy, is not a matter of choice of payout, it's an outright no-go, should not even be considered an option. Haven't used it once, have no intention to do, ever.

    As for fix i can think of two options:

    Decouple her blood orb from her shield and put it here. Maybe as a 2-stage skill: 1st use: activate damage absorption from attacks inflicted by player (blood spilling theme), 2nd use: throw the orb inflicting damage to enemies, Make it work similar to Nova's Antimatter drop, only instead of absorbing incoming dmg it charges with inflicted one.

    Alternatively put her current second here. as it is now it's highly situational. Heal rate is too slow to be "activate, wait 1-2 sec, keep going", range is too short to drop it at a center of area and manouver araound it. Either give it faster heal (fast enough to mitigate incoming dmg when youre tied to it due to short range, like Inaros' Devour), vastly bigger range (closer to that of Trinity or Oberon, so you can drop it at a spot and control area around it) or make it strike multiple enemies in area (turning one spot into a forest of ally-healing spikes and giving her some form of crowd control).

    4th ability: get rid of "bleed vulnerability", low level enemies don't live long enough for it to be useful, for high level ones bleed isn't effective enough. Instead boost its base damage into something useful, maybe give it extra damage boost against enemies that are already under bleed proc.

     

    I'd like to like Garuda, I'm all behind the idea of blood-based frame, the visuals are nice, seeing your frame extract splattered head-to-toe in enemies blood is a nice showcase of how hectic the battles can be (would be even better if splatter pattern turned denser or lighter depending on number of kills done in a mission, but thats a nitpick), especially compared to pristine state of other frames. But at its current state she's almost painful to play, underwhwlming damage, no real defense, one-enemy cc (if you can call it that), no real team support. Nothing more than MR fodder.

  19. Same here, first launcher was stuck on "Checking for new content", after it slooooowly ground through now i get constant "Network not responding" when trying to log in, and after multiple tries "Cant log in. Check your info" error. Any other internet related software works fine (discord, browser, etc...). A friend using different ISP had no problem with either, launched and logged in as usual, no issues.

  20. After update 22.13.0 certain in-game text areas display became broken. Fonts look either like wrong type of font, wrong size, unnecessarily bolded versions, have wrong height to width ratio or even all of the above. It's most visible in main game menu (all elements), but mission summary, codex, market, mod menu and foundry have also been affected (mostly topmost names). Chat, mission list and starmap seem unaffected, or at least to less visible degree. Ui settings and scaling make no visible change to the above.

  21. I've tried to exchange new harrow captura scene for hunhow scene with a friend (we both completed relevant quests); but said scenes are untradeable, don't even appear in trade menu (all other appear normally) as mentioned twice before in this thread. Is it intentional or a bug?

  22. I've decided to finally start researching dojo paints from pigments after update 20, and initially it worked fine, research started, pigment pieces started dropping from marked enemies.

    When i've tried to contribute to the research i've run into problems; first i was logged just after one of the hotfixes (0.2 i think) and was getting constant "network not responding" errors when interacting with anything in dojo, including research consoles, the contributions weren't accounted properly (shown 0 in research and full stock on me) until 5th or 6th attempt.

    Afterwards pigments stopped dropping completely. With another clan member we've tried relogging, restarting clients, pausing and unpausing ongoing research, pausing and starting new one - no pigment drops for any one of us, not a single one; regardless of what research is shown as active, or what enemy they're supposed to drop from.

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