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3mptylord

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Everything posted by 3mptylord

  1. With Styanax's Nipple Tassels using Attachment Colours instead of Warframe Colours (contrary to the examples listed above), jealousy inclined me to bump this post.
  2. This was previously reported in the Echoes of Duviri subforum, which is no longer available. The UI depicts them as small corridor sized rooms, but as you can see from the following screenshot: I am unable to place a second portal (the left room) adjacent to the first (the right room I've already constructed). In the DevStream and Patch Notes you really sold the fact these rooms use portals to transfer you to the landscape - but so far as I can tell from the minimap and the space the rooms occupy, the portal is purely aesthetic and you need to budget space for the islands. Could you please update the Dojo UI to accurately depict the amount of space that these rooms require and/or actually make the "inside of the portal" intangible for the purposes of placing other rooms? I'll admit that I'd really hyped myself that I was going to be able to put these portal rooms in the deadzones of my floorplan - but with these rooms being on-par with the Earth Chamber in size and only having one entrance, I don't actually know where I'm going to fit them without creating loads more deadzones. Here's another screenshot provided by another Tenno in the previous thread:
  3. Previously posted as feedback. Reproduction steps: Go to Settings Set "Hide UI in Screenshots" to true. Set "Show FPS" to true. Close Settings. Press F6 (or whatever you have the client-screenshot button bound to). Check your Screenshots Folder. Result: Expectation: The FPS panel should not be visible within the screenshot. I should not have to disable the FPS within the settings to take screenshots.
  4. I could have sworn they said/showed Necraloid now being in the Sanctum. Maybe we've all missed the secret.
  5. It seems to get disabled automatically when you have the Captura Settings open (I have the UI hidden in screenshots) - is there a way to enable this setting globally? I have tried toggling the Bloom and Glare settings, but they have no effect. EDIT: Sorry, to clarify, I mean in Captura. Deimos is much more visible in "real life": P.S. Is Captura using the new lighting system?
  6. A mod can move this to the bug report category if they consider this a bug report rather than a feature request. This isn't a new issue this patch.
  7. "Remember me" requires Cookies. If you have declined Cookies or your browser clears them when closed - that is why you keep logging out. Some AdBlockers also clean-up cookies - so just checking your browser's settings might not be sufficient to prevent them from being deleted.
  8. For example, here are some screenshots with the "Hide UI" option enabled:
  9. This bug was encountered on the Armatus tileset. We encountered the bug in two missions in a row. We have not explicitly tested versus other status-capped targets. My team mate is running +4 Max Corrosive Stacks. I am not. When my team mate engaged the Necromech Demolitionist, it would reach 8 stacks of Corrosive (the usual cap of 4, plus 4 from her Archon Shards). When I engaged a Necromech and she turned up after, the Necromech wouldn't exceed 4 stacks of Corrosive. We explicitly tested whether the order that we engaged the Necromech made a difference. She had remarked about 8 stacks of Corrosive being one of the few ways we'd found to strip Necromech armor in the various experimental squads we'd run, and immediately noticed when the enemy was stuck at 4. We did not explicitly test if the debilitating factor was the Warframe who applied the 1st stack or the 4th stack. We did not explicitly test if the debilitating factor was the host versus the client. I am like 75% confident that she (with the Corrosive Shards) was hosting, although it could have been our third premade. Either way, I was a client.
  10. The archwing blink. Double tap Shift or use your Roll hotkey if you've bound one.
  11. This was during the Steel Path Incursion. I was put into the downed state and instinctively pressed [5]. Playing in space with normal "gravity" was super weird. I died a second time to reproduce the bug. There was no Last Gasp UI. There was no time limit - each time the effect only ended because I pressed [5] again. I could not press [5] again immediately the second time. I do not know if my Warframe was revived by a team mate - but each time I pressed [5], my Warframe/Archwing were always active/not downed. I have not had the opportunity to test other missions. I tried to test on Erpo, Earth - but no-one joined my squad and there was no downed state while I was solo. I can confirm that I could not press [5] while dead-dead - the bug might only be while downed.
  12. Sorry for the lacklustre report, but I don't really know how to describe what happened... so I clipped it instead: https://imgur.com/a/UdZkd2M Every time it tried to perform the exit animation, it instead performed the mounting-up animation and put me back in the water. Another player was affected to. We eventually got out by blinking.
  13. Visual mock-up of the Operator loadout screen: We probably don't need 57 Vehicle and Operator Loadout Slots - so maybe they can share the same limit or have half as many each?
  14. Instead of the "Change Loadout" button directly opening the Warframe loadout selection screen, I think it would be amazing if that button instead opened a new navigation widget(*) with buttons to open each of the loadout selection screens. (*or whatever you call like Nightwave Status and Resource Drones sections of the UI.) The following are the current Loadout options that players have: Warframe Loadout (Warframe, Primary, Secondary, Melee, Focus School, Parazon and Heavy Weapon) Vehicle Loadout (Archwing, Archgun, Archmelee and K-Drive) So please also use this as an opportunity to add: Operator Loadouts (Amp, Operator Arcanes and Amp Arcanes) As stretch goals, you could (1) add the Operator themselves (their appearance) as well as (2) move Focus School into the Operator Loadout (from the Warframe Loadout). Necramech Loadout (Necramech and Primary Weapon) Or add Necramechs to the existing Vehicle Loadout, although I'd rather not have to create loadouts for specific combinations of Archwing and Necramech. P.S. While I say "only 1 extra click", I would personally keep Change Loadout as my active widget. I don't need either the Nightwave Status nor the Resource Drones to always be on my screen.
  15. I confess I misinterpreted this as a change in functionality rather than a change in text. I thought the button was now going to directly open the Nightwave Screen. ... so I have to ask, why does the UI not use the two buttons to directly access the two features? Why does one of the two buttons toggle what the other button does? I suspect it's because each feature has a fancy button, but why can't both be visible at a time?
  16. The point is the Power Fantasy provided by an animated/cinematic kill - compare with performing Finishers with a Melee Weapon or Mercy Kills with a Parazon. The point is to create high-points to break-up the monotony. To appropriately pay-off/reward you for choosing to engage with a slow and methodical weapon class in a fast paced looter shooter. The purpose of this suggestion isn't strictly to increase the damage of Sniper Rifles. I agree with you - most Snipers don't struggle to deal lethal damage. The fact Snipers aren't struggling to deal lethal damage is why I'm not overly concerned about balance repercussions of giving them access to a Finisher Damage Multiplier (although it doesn't have to be 10x like with Melee weapons - that's up to the Balance Team who have the capacity to test). No, I mentioned things like Finisher Damage in order to promote synergies within existing systems (such as Banshee's Silence Augment and Arcane Trickster). Warframe is a game about min-maxing and so my suggestion includes opportunities for min-maxing - but that's not the motivation for the mechanic. To reiterate: the point is the the tactile input of pressing X and killing a target with flourish. An alternative angle to sell this on would be as an alternative to the Zoom Damage Multiplier. As a mechanic, the purpose of the Zoom Damage Multiplier is to off-set the handicap of using the Zoom (or a reward for engaging with the Zoom if you'd prefer to look at it that way). Zooming considerably slows the pace of the game down and the purpose of the multiplier is to literally off-set that loss of speed. I think that Ranged Finishers would be a more engaging mechanic for achieving the same ends. Both are "just" damage multipliers as far as metrics is concerned. The difference is the fantasy being delivered. P.S. I'm not proposing to remove the Zoom multiplier. In fact, if the Sniper Finisher Multiplier were the same value as the Zoom Damage Multiplier and the two were non-stacking - the hypothetical balance concerns of "too much damage" would be somewhat alleviated.
  17. Good old Collective Curse! ... and thanks for the praise!
  18. While playing Kullervo, I found myself conceptualizing what a Warframe that interacts with Shot Combo might look like - i.e. a Sniper Warframe. Now I've done Sniper before. I originally created this moodboard to accompany my suggestion for a Sniper Necramech. But I think that The Sniper is such a good archetype/Power Fantasy for a "playable character" in Warframe that the theme is worth exploring twice, and I didn't explore Shot Combo in the Necramech. Both my suggestions share the "integrated rifle" signature ability - but they otherwise have distinct kits. "Integrated rifle" refers to the shoulder mounted gun-barrel that is present within the moodboard - I want firing this weapon to have a dramatized firing animation to really sell the one-shot-one-kill/one-in-the-chamber fantasy, The first thing I came up with was a passive or self-buff ability that gives you the ability to perform Finishers while looking through a Scope. But I thought the mechanic was too solid of a feature to be exclusive to a single Warframe - so I suggested it separately: While drafting the kit, I decided to give the concept a proper noun so that I could stop writing in second person. In the spirit of Warframe's existing naming schema of gods, mythology and Sanskrit - I looked up a list of Gods of the Hunt. I saw one that started with the letter U and thought "that checks off another of Rebecca's A-to-Z of Warframes"... so, meet: Ullr The Hunter. The Sharpshooter. The Sniper. The Executioner. TL;DR: A mix of Ash and Kullervo mechanics but with a Sniper flavour instead of a Blade flavour. A different kind of assassin. Passive Your Shot Combo Counter is always visible. Gain +10 second Shot Combo Duration, 4x Shot Combo Counter on Headshots and 50% chance not to lose 1 Shot Combo Counter on-miss. [1] Hipshot Tap to land an easy headshot on the target enemy. Drain 🗲25. Refund ▲[5 / 20 / 35 / 50]% on a kill. Augment - Tripshot: Hold to deploy a drone that projects a laser-sight in the target direction that automatically casts Hipshot on the next ◔[3 / 4 / 5 / 6] enemies that cross its sights. Augment - Killshot: The shot now deals Finisher Damage with [25 / 50 / 75 / 100%] bonus Finisher Damage. [2] Disengage Tap to Wall Latch to target vertical surface within ➲[20 / 22 / 23 / 25]m. Drain 🗲25. Hold to focus, gaining ▲[15 / 30 / 45 / 60]% Ammo Efficiency and 60% Accuracy/-60% Spread/-60% Weapon Recoil. Wall Latch duration is paused while focusing. Drain 🗲◔25 + 10 (+0.5/s) /s. [3] Infrared Sights Tap to gain Codex Vision of all units within ➲[40 / 44 / 46 / 50]m for the next ◔[10 / 15 / 20 / 25]s. Drain 🗲75. Revealed enemies are opened to Ranged Finishers. This is Ullr's Subsumed and Tactical ability. [4] Severance Tap to take aim with your integrated rifle and fire a shot that devastates everything in the target direction. Drain 🗲100. This shot instantly (hitscan) deals 3 instances of ▲[800 / 1200 / 1600 / 2000] Finisher Damage with guaranteed Slash status to all enemies in a given direction irrelevant of any and all obstructions. ➲0.5m radius beam. On a kill gain [10 / 15 / 20 / 25]% Ability Efficiency on Severance for ◔2s. Exilus Augment - Quiet Quitting: Severance is now a Silent weapon. Max rank 0. Severance could be a fully configurable Exalted Weapon, a Pseudo-Exalted (i.e. uses a stat-stick) or a Exalted-In-Name-Only - but it is my intent that it would have the gameplay of an In-Name-Only and never be fully wieldable. Like Kullervo, I think it's important that a weapon-class focused Warframe uses (and is good at using) weapons from that class - rather than being encouraged to toggle an Exalted weapon that overrules your Arsenal. Example augments follow the original design philosophy of augments that they should be optional, and the trick to making stuff feel optional is (a) multiple options and (b) not competing with power.
  19. TL;DR: Ranged Finishers I think that animated/cinematic kills would appeal to the Power Fantasy of Sniper Rifles, and might also be appropriate for other one-shot-one-kill type weapons (e.g. Bows). The basic premise is essentially that the existing option (and all associated threshold mechanics) to press <X> to perform a finisher would now be visible while looking through a scope. As with Melee Finishers, Ranged Finishers should have 100% accuracy - i.e. once the <X> input has been accepted, the player should experience loss-of-control while the Sniper Finisher is performed. The aim-requirement for Ranged Finishers is a balance lever - it could be as lenient as "the option appears on any valid target near the cursor" or as specific as "the option appears only on valid targets whose head is under the crosshair". I think that more lenience would make the feature more congruous with Melee Finishers and also make the feature more accessible (both to players who are bad at aiming, and for players in squads where your team are also trying to kill your target). An example of new gameplay introduced by this mechanic: you could have Inaros cast a max-range Desiccate followed by Scoping+X+X+X+X. Unlike Melee Finishers, the Warframe and their victim do not need to share an animation - shooting the gun and dying can be animated separately. The Warframe Animation could vary per Weapon/Weapon Type or be based on the equipped Animation Set (e.g. Noble Mesa versus Agile Voruna). Corufell's alternate-fire is the vibe. Enemies could have unique death animations for being Finished by a Ranged Attack, or just gore in slow motion. Ranged Mercy Kills should be Cinematic with a variety of camera effects and POVs, similar to Ash's Blade Waltz and Ivara's Navigator. A new Peculiar Mod could enable Cinematics on Ranged Finishers. Ranged Finishers and Mercy kills should trigger on-Finisher/Mercy effects and benefit from sources of bonus Finisher Damage. Ranged Stealth Attacks could also be possible - but Stealth's relationship with modern Warframe isn't within the scope of this suggestion.
  20. I wouldn't say that having the choice between four rewards is the same as paying someone to get access to their 80% drop chance, especially since both the Radiant Relics and the Prime Components are separately tradeable which largely removes any potential market for paid-freeloading. Even if I do concede there is similarity in odds-sharing, there is a huge supply/demand difference between something you can do umpteen times a week and has the same chance every time (and for every one) versus something you can only do once a week. There's also the difference that you can see whether or not your squad mates equip a Radiant Relic, whereas you have to trust someone if they tell you they have an 80% drop chance.
  21. I'm pretty certain this was commented on when they announced the change was coming - DE had no interest in establishing a market for selling good percentages.
  22. This. So like how when you unveil a Riven, it doesn't tell you what you got until you exit the mission. (Unless the mission rolls a tauforged from the base 20% chance, of course.) Where else is this done? I can't think of anywhere else in the game has player-specific mission rewards so there is no precedent. Unless you include challenge completions - in which case none of them appear in the mission rewards and all appear separately (Circuit, Nightwave, Rivens, etc).
  23. This is really benign feedback but I've encountered a few players who got a little salty when someone said "gg tauforged" in chat but not everyone got a tauforged shard. I'm not asking for the pity mechanic be changed - only that the pity should be applied after the player exits the mission. I cannot think of any other examples of player-specific mission rewards in the game - so there's no existing precedent. However, I think it would be good to establish a precedent of knowing which rewards are personal versus which rewards are shared. I also think—for purely masochistic purposes—I'd like to know when I triggered bad-luck protection versus the squad getting lucky. Here's a really simplistic mock-up I made of what might happen when you exit the mission: The intent is for this to be similar to the UI pop-up for Kuva Lich Introductions or Riven Unveilings. Extra flourishes such as animations or flavour text is optional (e.g. the text could say "Eternalism smiles upon you." instead).
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