Maziani
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Posts posted by Maziani
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Just now, (PS4)Loki1211 said:
A lot of this info is from the world state. Which you can poll and parse.
I'll just leave this here-- this is from the quote above:
QuoteHowever, there's always aspects wanting.
If you read the article, it goes on to say specifically:
QuoteThe worldstate API used by discord bots, ... lack a lot of newer things ... like kuva missions, ... redtext, etc ... Would it be possible to add those to it ?
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From the list of asks that Vaur brought up
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Arbitration location, mission type, and modifiers.
- Modifiers akin to sortie enum
- Mission type, like fissures now have
- Location via SolNodes
These were requests. They have not been fulfilled.
This is what's there:
I've joined the WFCD and Genesis discords. Semlar is a sorcerer. I give him props. But his methods are not universally accessible, and even when DE did recently release a riven market API, they didn't do anything remotely close to what Semlar does as far as detail level.
I do appreciate the intent to help though. Thank you.
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I applaud semlar and the creators of Cephalon Arby. I am curious if DE has any plans to expose this information via API so that non-sorcerers are able to access the information? (I mean, I can program a discord bot to scrape the APIs if they exist-- but decompiling the game's chat messaging or scraping a twitch stream feed and OCRing text... not so much.)
Figure 1.0 - Abitrations & Kuva locations
Figure 2.0 - Discord redtext chatbot
Figure 3.0 - Discord Arbitration bot
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This happens to me at least daily. Since there is no way to prove at what point you died, what point you left, what rewards you were eligible, I doubt support will do anything about this.
I was generally positive about this update until this happened two me twice in a row over a two hour play session.
Login, join an Arbitration, play for 20 minutes, die, leave, get no rewards. Take a short break while waiting for the next arbitration to start up again, get to 20 again, die, leave, get no rewards.
I'm not going to pretend I'm thrilled about losing the rewards you've acquired to death (even if you're supposed to keep the rotation award, I've never seen the other item or mod rewards any time I die and leave before the party quits the map)-- and I'm completely fine with the sudden death mode. It's actually kind of fun... but zero rewards for two hours of play is super annoying.
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One more reason not to fund a game that otherwise could be quite enjoyable.
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Spoiler
Archwing rendering issue -- happens most in JV but can also happen in Uranus missions-- anywhere that you can swap back and forth between Warframe and Archwing. Long standing bug. I don't even recall when this first appeared as it was before I started playing Warframe.
SpoilerAfter Focus spawn changes-- Update 20.x-- Focus can spawn > 80m away AND on this tileset, it can spawn behind a locked area which cannot be reached.
SpoilerFocus tree rescaled (previously did not exceed screen width, now does.) Workaround: Grab-drag screen in to view
SpoilerDuring Sortie-- Defense target incorrectly named and UI element is rendered partially off-screen. (Look at upper left, between Minimap and TIME 0:51)
SpoilerArmor Integrity UI element overlaps with "Used Antiserum" notifications. See upper left.
SpoilerArcane UI scrolls outside of intended area. It's supposed to be a 3x3 grid and frequently it will be rendered as a 3x2 grid-- but with a bit of jiggling you can get 3x3 to display outside of the intended area instead of clearing.
SpoilerHorribad lensflare within the orbiter. (Much easier to see in motion.)
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Spoiler
Focus tree rescaled (previously did not exceed screen width, now does.) Workaround: Grab-drag screen in to view
SpoilerDuring Sortie-- Defense target incorrectly named and UI element is rendered partially off-screen. (Look at upper left, between Minimap and TIME 0:51)
SpoilerArmor Integrity UI element overlaps with "Used Antiserum" notifications. See upper left.
SpoilerArcane UI scrolls outside of intended area. It's supposed to be a 3x3 grid and frequently it will be rendered as a 3x2 grid-- but with a bit of jiggling you can get 3x3 to display outside of the intended area instead of clearing.
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On 3/26/2017 at 9:12 AM, dons90 said:
Lol did you even read Pablo's reply on the previous page orrr.....
I read this
On 3/25/2017 at 5:50 PM, [DE]Pablo said:An update, we got a couple pretty good leads on this, so unless disaster hits we'll have a solution later next week.
As an aside, looking through the thread, a few things like MR 3 test screen being broken, broken mod selling for credits, overlap on profile screen, and a couple more things that I saw in here are unrelated and will be fixed in the next update.
And this
On 3/24/2017 at 2:42 PM, [DE]Pablo said:It's not the sort of thing that can be reverted, it's setup on each screen, so after it was setup any additional changes done to that screen would be combined into it. It's tangled in along with dozens and dozen of changes over the past few months
I guess you arrived at a different interpretation than I did based on the snark content of your reply.
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It seems unlikely that they'll fix this-- the Kavor event garnered 40 pages of responses in the first few hours-- this-- 10 pages in the first day. They hotfixed a solution to the Kavor reward requirements scaling quickly-- this they're waiting to see if people complain.
The fact that the infographic says their player base grew 35% in the last 12 months suggests they're content with their current path. But while I started in the last 115 days (and my clan completed the Hema)-- I'm no longer funding this game because of some decisions they've made since I started playing.
If they'd fixed some of the other issues, then I'd trust they'd fix this-- but all things considered-- I look at a person's (or company's) actions and not their words.
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Update 20 review:
- Content in Update 20: 10/10
- Quality of life changes in Update 20: 10/10
- UI changes in Update 20: 3/10
- Anniversary event: 5/10
- Octavia (as a partner): 8/10 (Thankfully Octavia is not seizure-frame.)
- Octavia quest: TBD
- Octavia (as yourself): TBD (I haven't purchased or done the quests.)
- Helminth charger reskin: TBD (queued my charger yesterday, waiting for it to mature.)
- No fix for Mutagen Sample farming issues or scaling of effort with Hema.
- Stealth fixes for Trial exploits: 6/10 (I would rate higher if the trial-breaking bugs were given similar priority.)
Happiest moment:
- Clan mates who have been on hiatus logged on to buy Primed Flow from Baro; debate placement of the Clan Ascension Altar; and start clan research (new weapons) before logging off and going to play something else.
- Reskin of Helminth Charger encouraged me to obtain a new stasis slot to finally mature my first Charger.
Saddest moments:
- Constant issues with HUGE UI (due to attempts to support 4K.) Frankly, when a lot of textures low quality (like the Clan Emblem are still 128x128) pushing UI changes for 4K seems like case of bad prioritization.
- Constant networking errors and instance stability issues during initial Update 20 deployment (first few hours.)
I will make another post as I make further progress on reviewing the update further.
I still enjoy Warframe, but if not for the outstanding issue with Mutagen Sample farming I would have thrown money at Digital Extremes-- even with the UI issues-- because if DE was willing to fix the Mutagen Sample farming/cost issue, then I could trust that they would eventually fix the other issues that came with this update.
Since DE is unwilling to fix previous issues (because they either don't believe they are issues, or because they are simply too low a priority for DE.)
As long as issues like this remain, I'm on a purchase strike.
And my word of mouth advertisement of Warframe reflects both the good and the bad, rather than emphasizing the good.
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Please fix HUD scaling and menu scaling changes released in Update 20.
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Please fix HUD scaling.
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On 3/10/2017 at 0:23 PM, TheTundraTerror said:
So, when are you guys going to lower the Hema costs?
No, I'm not letting it go.May never happen-- but they can rebalance drops to lower the effort involved.
And I'm with you, something needs to be done.
I think I feel dirty posting that video.
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1 minute ago, (PS4)Carnatus said:
I already know about that.
My question is why they removed the Arcane Helmets when the much more obvious option is to give players the option to enchant their helmets in the same way we can now enchant our Syandanas.You can 'enchant' helmets the same way you can 'enchant' Syandana's. That was that evolution.
It went from:
- Helmets only, stats locked to the cosmetic
- Helmets only, stats applied via Arcanes which can be applied
- Helmets and Syandanas, stats applied via Arcanes which can be applied
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Respectfully, I like Arcane 2.0 over Arcane 1.0
I like having the cosmetic flexibility of picking what effects I like to have with which cosmetics.
I also like having the ability to put Arcanes on Syandana's, which wasn't an option in Arcane 1.0 implementations.
I don't begrudge those players who collected the Arcane 1.0 helmets and get to use them or sell them.
I may be in the minority, or not. No idea. Just sharing my perspective.
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I've been experiencing this as well.
I experienced this bug three times today. Practicing for the MR19 test, failure, reset, "detected" immediately upon the mission loading. These problems did not happen multiple times in a row, but they are happening.
v19.13.0 - v19.13.1
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Obligatory -- happy with Defect event rewarding Mutagen Samples-- but please continue to look at doing more to address problems with Hema cost vs Mutagen Sample drop rate.
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I was raiding with a group yesterday that commented that these problems are tied directly to anyone in the raid skipping any of the cutscenes or beginning any mission (leaving the spawning area) before everyone in the missions finishes loading.
While I did have #2 and #3 during stage 3.1 on the previous Sun-Mon trial cycle (on Monday, prior to 7 PM Eastern resets)-- I did not have any problems during the JV trial where everyone avoided skipping cutscenes or leaving spawning areas before everyone loaded.
Bug #2 & #3 (Sun-Mon trial interval)
No bugs during Mon-Tue trial interval (where all members of the squad did not skip cutscenes and did not leave spawn area until all players finished loading.)
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5 hours ago, KichiK said:
I mean, that could be solved with the leaderboards, though. The already have the "10% threshold" number shown, and they could change it to show not only the "Current hardcore threshold," but the "current victory threshold" as well.
I'm still not too sure being a competitive thing even for just the basic victory tier is a good thing, to be honest, but it would still be notably better than what we have.
Considering that around 540 Ghost clans got the "Victory tier reward"-- you may right.
But it doesn't feel right to me to gate content by number of participants.
Nor does it feel right to me that larger clans are penalized for having a higher ratio of 'member slots' to 'active users' (or a lower ratio of 'active users' to 'member slots').
This whole event came with almost no warning or discussion.
Hardly seems fair.
And March isn't even a decent time of the year to do this kind of thing, it's no like even the kids are off school (in most places.)
(I'm in a Ghost clan, but I am interested in a properly balanced event.)
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3 minutes ago, Tesseract7777 said:
So the basis of your idea is that anything above the participation tier (the blueprint) would be based on where you lie in the overall percentages of clan scores (so Victory Tier would be similar to how Hardcore tier works, but with a much lower percentage gate)?
I like this idea. This would ensure that it is based on clans competing as much as the average clan can be expected to compete (in other words wherever the average activity of the games clans currently are) instead of an arbitrary random number someone pulled out of a hat.
Yes, you understand me perfectly.
Setting a static value ignores the potential failure to engage the player base-- dynamic percentage based barrier to entry (omitting anyone who doesn't even bother to participate) gives you much more reliable results, mathematically. Your bounding your results by actual play style.
The problem is that while it's a great idea, it would be even harder to explain than the current approach of static values and 'Top 10%' -- and so we're suck with rules that can be understood by the lowest common denominator.
However, it could be explained easily with an infographic and a UI (like the current webpage) that tells players easily whether or not they've passed and where the barrier has been moved to by player participation.
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23 minutes ago, Xsoskeleton said:
The hardcore tier lowest score keeps rising anyway, and tbh it kinda worth it cuz fully built with potato and slot is better than just a bp anyway (i know research is for long term but in the end its just a bp), and by today, reaching victory tier also makes u reserve a spot in hardcore tier. which if things doesnt get really any higher, u get both prebuilt, potato'd and slot, and also research.
This is a fair point, but I feel like there is maybe a better choice for scaling rewards.
I think it would have been better if the rewards had been scaled as:
- "Casual reward tier" - 260** clan points (scaled points to 1 participant for solo clans)
- "Victory reward tier" - Top 50%** of scores between "Casual" and "Hardcore" reward gates (promotes competition, but easies the barrier to entry by removing all "hardcore" scores from consideration-- hardcores actually help others by exceeding next tier reward requirements and removing themselves from the mid-tier pool. This promotes harmony within the community)
- "Hardcore reward tier" - Top 10%** of all scores (casuals bring down the average score, and thus more hardcores get the hardcore reward. Hardcores will probably be a little miffed at the reduced 'competitiveness' of this, but they're going to generally be pleased with getting the reward which will offset some of the angst about the reduced barrier to entry.)
** Adjust percentages according to data analysis of current play time habits. But specifically do the math-- break people into three groups, analyze their playstyles and play times--set the barrier to entry appropriate for the player tier you're trying to reward.
You could even give the top 3-10 hardcore clans a unique cosmetic reward-- I would say a clan emblem that can only be used while in the clan. If there is a casual emblem, have a hardcore variant. The game isn't about vertical progression, so the inability to get a weapon or mod shouldn't be a huge deal (and in fact, I haven't seen people posting huge complaints over rewards going 'vaulted' or being reduced availability outside of the event itself.)
It could also be special weapon or warframe skins (advanced access and for free, while the reward becomes available for sale 3-6 months later-- it could also be a slight variant of the skin where there is some kind of event branding on the skin built-in.)
But Fashion Frame is considered the end game. So some kind of variant cosmetic reward would be the ideal hardcore reward especially as it would not create a significant power difference between casuals and hardcore players.
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Pleased with Event mission having Orokin Derelict drop table to add variety to mutagen sampling-- but I don't think this is enough by itself. Please continue looking at ways to reduce grindy-ness of Hema research.
Also pleased with decision to reduce requirements for 'casual' reward tier (1300 points to 260 points) for small clans, but concerned about math suggesting that more people will get 'hardcore' reward than 'victory' (middle tier) reward because of bad maths in event planning.
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Bug continues in 19.11.6 through 19.12.1.1
Note: FPS/ping UI shows that I am part of a squad, but this occurred after host transition (host drops)
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19.12.1.1 - Bug #2 - Trinity in background is wielding the Velocitus and Veritux (Archwing weapons) in Warframe mode. Velocitus is overlapping with a Prisma Quanta.
BUG 19.12.1.1 - Bug #3 - Weapon, Squad and Armor Integrity UI elements stop updating
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All of these only happen in Jordas Verdict. They do not happen in normal Archwing missions or Neptune missions (mixed Warfarme/Archwing).
This is why these are posted under Mission instead of under UI.
#1
Bug: Death during The Jordas Verdict [Trial] frequently causes loss of Revive UI element. Happens in both Warframe & Archwing mode. If you die in Warframe mode during Stage 3, you are ejected back to Archwing mode and the Revive UI remains inaccessible.
Replication steps: Cannot replicate on demand
Frequency: Recently occurring with increased frequency but only recently. Reportedly happening to others that I have been doing trials with.
Attempted workarounds:
- Die in Warframe, wait until Purge, After purge to Archwing, Revive UI does not return
- Die in Archwing, Revive UI is not accessible
- Alt-F4, re-log in, reconnect to raid, Revive UI is not accessible (attempted up to 3 times in each raid in which this issue occurred.)
#2
Bug: After transition from Archwing to Warframe (during stage 3), Warframe is rendered carrying the Archwing weapon that was active prior to transition, regardless of Warframe weapon equipped. (Weapon behaves like it should for the active Warframe weapon, but graphically, it is rendered as the Warframe weapon.)
Replication steps: Cannot replicate on demand
Frequency: Rare (Sorry, no photos, looks like I accidentally deleted them thinking the issues weren't frequently enough to comment on.)
Notes: This usually is accompanied by other UI elements not working properly (squad HP tiles not updating, weapon stats and focus stats not updating, etc.) Have not attempted any workarounds to clear, since it does not obstruct game play (and Alt-F4ing in the middle of a raid to try to troubleshoot this bug isn't very respectful to the other players I'm squadding with.)
#3
Bug: After transitioning from Warframe to Archwing or Archwing to Warframe, the weapon UI element will not update to reflect the actual active weapon (appropriate to the current mode) but will remain on the previous mode's display.
Replication steps: Cannot replicate on demand
Frequency: Recently occurring with increased frequency but only recently. Reportedly happening to others that I have been doing trials with.
Notes: This usually is accompanied by other UI elements not working properly (squad HP tiles not updating, weapon stats and focus stats not updating, etc.) When this bug occurred I was also experiencing both bug #1 and bug #2. After dying, being purged and Alt-F4ing to try to restore Revive UI, the weapon status UI did not update after restart of game. Issue persists across multiple client launches so long as player remains in the same game session.
Visual proof
19.12.1 - Bug #1
192.12.1.1 - Bug #3
NOTE: UI thinks that I'm still in Warframe mode, even though I'm showing as being in Archwing mode (and completely able to interact with the game in Archwing mode.)
19.12.1.1 - Bug #1, #3
19.12.1.1 - Bug #1
Trackers, Data, And All the Worldstate Things
in General Discussion
Posted
I really want to get on a soap box and proselytize.
This is 2020. More successful companies make it standard practice to build APIs for everything, and to use those APIs themselves. Drink the cool-aid, as it were.
If every piece of information is developed as an API to begin with, then giving the players access to that data becomes trivial, and future development becomes easier.