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SkullWB

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Posts posted by SkullWB

  1. if this only happened during the event missions, it seems to be how it loads up multiple tile-sets causes a ton of FPS hiccups even (with a few settings turn off/low even).

     

    If you are getting it out of the event mission, try turning reflections off. A lot of people have been reporting FPS loss due to it being on.

     

    Nop, it happens everywhere, even in the lisset, and the drop is constant, always 25% of the total fps every few seconds.
     
    And if i turn off "Local Reflections" it only makes the fps be higher while the stutter happens, but it feels exactly same way than when the Reflections are ON.
     
    PS: I will try put all at low and see what happens.
     
    Edit: Awesome, I set all to OFF and low, it gives me 200-280 fps but the damn stutter still happens like a boss dropping the fps to 100-120, and the stutter feels EXACTLY like when i have all settings MAXED.... unbelievable...
     
    Edit2: Just tried set the Directx to DX10 and the same S#&$ happens, it's something in the game code that they touched in some of the last patches... 
  2. The game drops nearly 25% of the MAX fps every few seconds for a very short period of time(1/4 of second or so) making the game stutters, or the game stutter and make the fps drop 25% of its total fps, idk, but this makes the game be annoying to play.
     
    Examles:
    (vSync:ON)-->I play at 60fps and every few seconds the game makes a stutter and drops the fps to 45 and then gets back nearly instantaneously to its normal 60fps and then it repeats the process again over again.
     
    (vSync:OFF)-->I play at 115-125fps and every few seconds the game makes a stutter and drops the fps to 75-85 and then gets back nearly instantaneously to its normal 115-125fps and then it repeats the process again over again.

     

    My PC:

    CPU AMD Phenom II x4 955BE 3,2Ghz

    GPU nVidia 560 GTX OC

    12Gb Ram 1600mhz CL9

    120gb SSD(For Windows)

    Seagate Barracuda 7200.14 500gb(For Warframe)

    _______________________________________________

    Warframe Specs:

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

    --Launcher:

    ---DX11(ON)

    ---Multi-Thread(ON)

    ---64Bits(ON)

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

    --In Game:

    1920x1080(Full-Screen)(Tried "Borderless Window" too)

    vSync(ON)(Tried it OFF too)

    All Settings Maxed and Activated

     

     

    PS: I hope this get fixed soon because i want play the event smooth.

  3. And why not put an option where the directx and Multi-Thread are for choose if i want that "new cache optimizer" or not? because i prefer the game load full at start in memory and no need to load it each time i enter in a match, all this "optimization" only affects the people like me with lots of RAM(12gb here) and 64bit systems!!

  4. You are all lucky, i'm getting 0-5 oxium per 1-3 runs, the badassmadafaka ospreys are suiciding just a moment after i see them and drops nothing >.< so... by 0-5*1-3.... that means after 100-150 runs i will get the necesary oxium for a piece... ;..;

     

    Edit: I just read that ppl are going to kappa to farm oxium and get 30-60 per run O.O...  and now i'm like...

     

    [Kappa... I'M GOING!!!]

    robin%2Brocket%2Bman.jpg

  5. Yep, i suffered of this S#&amp;&#036; yesterday, we were four carrying Dragon keys, and i fell through the floor onto the rotating mechanism, and trying to get out i fell under the map and die, then i did use 3 revives for die again because i was appearing under de ground, and the "big laugh" was when my team reached the door and for open it they needed the key that i was carrying... damn BUGS!!!

  6. I confirm this, it happened to me yesterday, and it seems it's related with the "Host", 

     

    This is what happened; We were four premade team, and when we started, after the first 1 or 2 minutes the game started to lags because of the slow PC(or maybe was the internet, anyway i bet it was the PC) of the Host. Well, because of the lagging, the Host were mostly the only one who was killing, i and the other 2 were runing across the map doing nearly nothing, well, after like 26-27mins we finished calmly with 20-30% air on the bar.

     

    After finish, i offered to be the Host, well, we did the squad, entered the Derelict and started all fine with no teleporting enemies, but with some little differences, this time we were 4 killing,collecting and activating, but nevertheless we had many problems to maintain the air above 30%, and we had to leave at min 10 running for our lives (the air was dropping nearly by 1%/s)

     

    Soo... this is more bug than a pokemón XD

  7. Ok, so we are wasting our time here, you came up with several good ideas and we don't know which of them we should polish, because we don't know which of them would DE prefer.

     

     

    Exactly, we have good ideas, we have the will to polish them, but we have not the approval for none of them,
    All the ideas are good, all valid because of their own different characteristics, but all invalid due to the unknowledge if DE likes them or if they not.
    "why to polish something if DE aren't interested on implementing it or at least interested on think about it?" is the master question.
     
    PS: If someone know how to make someone of DE read our topic, then say it please, because i have seen s..t thread where DE posted and leave their aproval, and seen very interesting threads where was ignored completely, maybe we should do something  to attract their attention? PM to someone of them maybe? PM to all of them? each one of us sending a PM to all of DE team with the thread link and a short text explaining why they should take a look on it? º(·,..,·)º
  8. That Solar System seems quite sophisticated, why it has not been implemented yet? Is there some flaw I missed?

     

    The problem is that DE don't give a "cow's poop", the change of the energy was suggested many times in the past, even so, i never saw nor a post from DE in any discussion about the change of the energy system, it seems like they don't care at all... and here you have the proof, in this same topic, is 7 pages long, with 3-4 of them full of useful ideas and suggestions, but even after all that, no attention was given.

    Anyway @DE you_are_doing_it_wrong.jpg

  9. I think warframes should have two bars that affect abilities. A cooldown bar with low max capacity and medium charge rate and an energy bar with high max capacity and high charge rate. Get rid of the high energy orb drops or just remove the drops altogether.

     

    How about..... more info? XD

  10. Considering this thread about energy usage and a revision of it's use and to provide feedback and ideas (which you did with your own 'Heat' idea) then it is an appropriate to post such content. You are not entitled, as is anyone else except the moderators and DE, as to what can be offered as suggestion but can voice your opinion about it, which you did.

     

    Now you're welcome to move on with the discussions or simply keep targeting ideas which aren't yours for shock value using pictures which are, really, much more disruptive in both placement and content to the flow of the thread than actual replies.

     

    Of course, since this is the Internet, I actually expect you to skim over that reply, post another or several pictures along with your own reply just to try to prove a point which, really, has nothing to do with the current and relevant discussion at hand. If you find my ideas so ridiculously idiotic, know that you've already made it clear, that it has been duly noted and are free to just skip ahead to further replies of other users.

     

    ---

     

    That being said, for the time being, it seems there's at least need to cut down somewhat on the number of energy orbs that drops during a defense mission. As Baker and BlueJelly have said, it tend to cause graphical lag to render all those flashing orbs in a defense mission. As it stands now, there's so much energy around that using a frame's ability like Trinity's Energy Vampire makes it less valuable (that's another matter entirely, but still : the more blue orbs there are, the less use EV has).

     

    Also, depending on the kind of change wanted to the system in place, like a 'heat' system or otherwise, we also have to take into account if Energy as a whole should remain a parameter that increases with the Warframe's rank or a static amount. It would make sense that ability-heavy frames have a bit more maximum energy overall but it also depends on how the system works itself and doesn't counter-balances by having a need to recover more than another frame in the same timeframe.

     

    There's also another idea that energy could work in a similar way to Terraria's Mana. It's kind of the opposite of the 'Heat' system in fact :

     

    Basically, the more energy you have remaining when recovery happens, the faster it recharges. So if you had 100 Energy and used 25, it would take much less time to recharge than using 50, the increment improving as you move closer to your maximum Energy. Also, the speed of recovery is not tied to a percentage of your maximum Energy but to your total Energy instead.

     

    Meaning, recovering from 100/150 Energy is faster than recovering from 50/100 Energy. Of course, frames would need much lower maximum energy levels at Rank 30 compared to the 400+ that you can get using Flow and a max Rank frame. In the same way, Flow could add a fixed amount to the maximum energy of a frame instead of a percentage (like 5 point per Rank) since it would ultimately also improve the regeneration rate of Energy from increasing the maximum.

     

    There would also be an idle delay of 2-3 seconds after using an ability before regeneration kicks in so you can't just continually use low tier abilities through a massive regeneration.

     

     

    Well, as i see, you understood the point, and also you added something with sense this time.
    ----------------------------------------------------------------------------------------------------------------------------------------
    Anyway, as i see DE visiting this thread to edit posts with that speed, some of them should take some seconds of his time to say some word about what we are discussing here, because i'm starting to see non-sense on continue discussing something that concerns them but that has zero attention from their part.... at least a reply saying if they are considering to hear us or if we are simply wasting our time, we are thinkers, and who provide ideas, but without their approval/revision or guidance is only poop in a grey background.
  11. It's why it's 3 separate ideas and still up to be discussed and adjusted. Like many said, they want a system where energy orbs are removed. Unless you find a way to generate energy or change it's overall function completely, then the orbs will still be needed.

     

    Hence why I think my second idea (each ability has a separate number of charges which recharges with time up to the maximum amount when used) could do away with energy orbs entirely; you could chain up three Slash Dashes back to back if you wanted but each charge used would require X amount of time to increment back to the maximum amount.

     

    And as a side effect, it would also prevent the current phenomenon where some frames (like Nova or another with a wide-area damage attack) can just sit in one area and spam 4 all day. Of course, since those frames are more "ability dependant" than others, nothing keeps them from having a different amount of starting charges per ability. At that point, it's another matter of balancing the number of charges and recharge delays.

     

    No to the CDs, and even less to separate CDs, this is a restrictive play-mode system and isn't fun at all.

     

    All numbers here exposed are examples only to show the differences between systems.

     

    Normal CDs System: Restricted to use an ability each X time.

    1st.. 10s CD -- 6 times/min

    2nd. 15s CD -- 4 times/min

    3rd.. 15s CD -- 4 times/min

    4th... 30s CD -- 2 times/min

    Total:15 casts/min if have equipped all abilities and cast them in time after each CD downs. 

     

    Your CDs System: Restricted to charges obtained over time.

     

    1st... 1ch/10s,MaxChs 4 -- 6 times/min* 

    2nd.. 1ch/15s,MaxChs 4 -- 4 times/min*

    3rd... 1ch/15s,MaxChs 4 -- 4 times/min*

    4th... 1ch/30s, MaxChs 2 -- 2 times/min*

    Total:15 casts/min if have equipped all abilities, but can cast them all in a short period of time if wait them charge first.

    *ch=charge

     

    Any no CDs System: Restricted to uses depends of cost.

     

    Pool: 300(+/-5/s*) 

    1st. 25c -- 1-12 times

    2nd 25c -- 1-12 times

    3rd. 50c -- 1-6 times

    4th. 100c -- 1-3 times

    Total: 3-12 casts/min depends on what abilities we use or have equipped.

    *+/- means adding or draining from the pool depending of the system.

    Lets put some examples:

     

    1st->//        or       1st->////        or        1st->//              or         1st->////*

    2nd->//  ---------\   2nd->      ----------\   2nd->//////   ----------\    2nd->

    3rd->//   ---------/   3rd->//    ----------/   3rd->//        ----------/    3rd->

    4th->/         or       4th->/          or         4th->               or         4th->//

     

    */=Times used

     
    And dozens of configs more, because the "play-mode" of each player in the warframe's world matters, and should don't punish who want choose the abilities they want to use or not in their playstyle.
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