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AriesGreyscale

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Posts posted by AriesGreyscale

  1. The Orange/blue trail actually tells you which way the target went, as opposed to "he was here".

    Now if only I could remember which color means what. -_-

    The rest of it though, that sounds like a bug.   I recommend reporting it.

  2. I'm just guessing here, but "scorched beacon" sounds like the sort of asinine "internal" name you'd give to the bit of code that actually means "chroma chassis". (because the displayed name of the parts is occasionally subject to change, so you need an internal name that won't change. Sarin/Saryn anyone?)
    The wiki sure seems to think the quest involves crafting a Chroma Chassis, so DE, if that ain't the case, could you do us players a favor and update the wiki with the actual quest progression, And/Or, fix the in-game quest text to match the wiki?

  3. Huh, Shipyard 2 is a fairly large tile to simply not appear at all on the map.
    The only other tiles I've see that do that particular trick are ones where the Grineer Cache can spawn, and those are likely done that way to make the Cache harder to find.
    (but, if that was what they really wanted, Thief's Wit shouldn't show the Cache as a smashable/resource)

    On the other hand, I know the other two have problems due to them being multi-level monstrosities.
    The 2D mini-map has never dealt well with multi-floor rooms.

    One of the solutions to that would be converting to a 3D minimap, like what is used in a wide array of older games. (and some newer ones!)
    (that said, it would necessitate a near-total re-working of the minimap code, and the enemy radar, and Thief's Wit, etc, etc.)

  4. It's happening to me whenever I have to get into the Escape menu during a mission, and whenever I begin hacking a terminal, and whenever I need to use "Q" to use gear.

    It is remarkably annoying, as I've never played a game where this happens.
    (now, to be fair, I have played many a game where the cursor is auto-placed on one of several options in a new menu [usually the top one], but that was at least trying to be helpfull.)

  5. The Mission Summary screen sticking around through the loading screen?   So far as I'm aware, that was intentional.  Heck, I welcome that change.
    (on the order of, it never made sense for it to vanish after 3 seconds for a loading screen, then re-appear and have to be manually closed.)

    You/Anyone getting stuck because the Mission Summary screen won't go away at all?  That one's a confirmed bug.  They've tried squashing it over the last few hotfixes, but it keeps coming back from the dead.

    Mission Summary slowing down your exit of a mission?  That's news to me, but it's probably because your client is now rendering stuff it never did before during that loading screen.
    (notably, that Mission Summary is mostly translucent, so there's a whole heap of extra graphics calculations your client needs to do now in order for everything to "look" correct.)
     

  6. Oh Verdammit, I just got done unlocking that one.
    ... faceplams ...

    At least I got the rewards it gave, and had allready done most of the missions on Mars, so I should still be able to do the rest.

    ...

    On that note, were you one of the unfortunates for whom all the planets re-set?   I know I got lucky when the only one I got screwed out of was Saturn, though all of the junctions naturally needed doing.

  7. Sorry to say it Rob, but at the moment this IS a mastery rank "issue" (in that OP forgot, like I do so often, that Mastery Rank trumps weapon rank untill the weapon's rank is higher)

    Re-read what OP wrote.
    Level 10 weapon with 0, repeat, ZERO, Zilch, Zip, Nada, No mods equipped to it, had 12 capacity.
    on leveling it to 11, it still had 12 capacity.
    (a level 10 weapon would only have 10 capacity unless overridden by mastery rank)

    It having 12 capacity with no mods equipped, means either he is Mastery Rank 12, or his gun glitched into giving more capacity than it could have.


    Now, should OP provide screenshots showing that he isn't Mastery Rank 12, then it transitions into an actual bug.
    Otherwise, it is the system behaving as expected, and he just forgot about mastery ranks.

  8. That might not be a problem with your Atterax. (and god I hated that thing, wish you the best in grinding though it.)
    Are you, perhaps, Mastery Rank 12? That mastery rank means all your weapons, warframes and pets are treated as if they're your mastery rank for mod capacity untill they get higher than your mastery rank


    I've forgotten this a few times myself, and I'm only rank 7.

  9. 18 hours ago, ninjahell said:

    Probs you should just stick with Borderless Window Mode, that the closest thing you can get with fullscreen and the setting won't revert back

    Except, ... for most of us, borderless windowed mode still has the colossal problem of taking more graphical grunt than fullscreen mode.
    EX: a lower resolution borderless window, (1024x600) takes more GPU cycles, and more ram, than a fullscreen 1366x768.
    And that's with a static, non-animated desktop, with no other programs running.

    Because, and here's the pisser, it is having to show off the desktop too.
    Remove the desktop, and the GPU usage plummets to only what is actually required by the game.

  10. Indeed, they've gone back to the "bad, old" behavior.

    This is probably as a result of dredging Starmap 1.0 out of the cemetary and "refurbishing" it instead of coding a new one entirely.

    Heck, most of the interface changes currently done look like an art major took over as lead developer.

  11. Reporting in with the same problem.

    EDIT:   Just realized this might possibly be related to it being the Steam version, so mentioning that now.

    The settings I've told it to use:
    1366x768.
    Fullscreen.

    The settings it constantly changes to?
    1264x701.
    Windowed.

    When I go to change it back, if I use the right arrow to change to Fullscreen, the Video Resolution setting trips down to 800x600.
    If I use the left arrow, to cycle first to Windowed Fullscreen, and then Fullscreen, the Video Resolution setting "remembers" that it was supposed to be using 1366x768.

    I'm presuming the problem lies with the game reading an incorrect .INI or .CFG file, or worse, the game not actually recording this setting.

    Probably the easiest "fix", is to revert the related code to what was used during the last Lunaros patch, as that code was working quite well.

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