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TyrianMollusk

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Posts posted by TyrianMollusk

  1. That's also reload, which is why reloading while downed will cancel someone reviving you, often pretty annoying to both parties.

    But when you are not in a squad (like the majority of time I spend in ESO since everyone bails), Jump/A will instantly confirm the revive screen, even before it actually appears, which since we jump a lot, lays fair odds it's going to confirm before you even see the question, and you kiss a chunk of focus goodbye.

    Normal gameplay actions confirming something with a significant penalty is not good, and is easily fixed.  It's a special action, so it should have a special button we aren't going to accidentally activate.

  2. Now that you've realized finishers and melee attacks are better done with different buttons to give us proper control, and we PLEASE fix that controller users revive using JUMP (A), a button we are so likely to be pressing that we are very likely to instantly revive any time we are downed solo?

    This is especially egregious and frustrating because it's most likely to happen in ESO, where the revive penalty directly hits the whole point of being there, and being solo, getting downed, and being frantically mobile are all baked into the mode for anyone who doesn't just abandon runs early.  This is an unfair penalty on controller players and can be very trivially fixed by moving revive to Swap Weapon (Y), something we can't actually even DO while downed!  Take force-death to Y also, so we can avoid how binding that to Interact/Context/X causes someone reloading while downed to unintentionally cancel revives, a pointless interaction that we shouldn't have to mindfully workaround.  Swap/Y does NOTHING while downed.  It's the perfect button for something that should only be pressed very intentionally due to its various penalties and hazards.

    Please, stop stealing controller affinity and penalizing us just to avoid a simple, sensible UI fix with no disadvantages or drawbacks.

  3. It seems an Atlas still only gets rubble from enemies he specifically petrified himself.  I can't imagine why you even expend effort to track which Atlas petrified something just to hassle Atlas users and make kill-stealing a thing, but its just really wrong and makes it specifically annoying to play Atlas with another Atlas.  Breaking any petrified enemy ought to have the same effect.  Even if you someday add some other source of petrification, an Atlas should still be able to bust them for rubble.

    Please fix (or make it an Atlas Prime special to bust anything for rubble, which wouldn't make more or less sense than what we have now but would at least give dedicated Atlas players a way around the nonsense).

  4. The Tekko Prime are awful looking.  This is another key candidate for asking why can't we use the non-prime look for weapons like we can for warframes.  We need this simple feature, especially when you take nice looking weapons like the Tekko and just go crazy and ruin them for the primes.  Please, let us pick the looks for primes.  We shouldn't have to choose between better stats and better looks, especially when you are adjusting riven strength based on primes, so the base weapon just gets pushed down.

    Second, it's pretty depressing but usurprisig that the Tekko Prime are still positioned wrong on the hands.  I just checked on Khora, and the bar the fist is supposed to be around is through the fingers, which isn't at all where it's supposed to go (look at your own prime access art, for crying out loud).  The Tekko non-prime are even worse, and it has rendered them idiotic looking for as long as they have been in the game (one punch with that would break every finger on your hand, besides that they aren't even attached).  Please, just position both versions of the weapon around the fist, like it was designed to be.

    This is easy stuff that makes happy players.  Please stop holding out on us.  You know we should have access to non-prime looks, and you know where the Tekko go on the fist.

    • Like 1
  5. Look I know you guys hate doing anything for controller users, but please take a moment to change the self-revive button OFF of A (xbox controller).  A, you might recall, is "jump", something we do CONSTANTLY.  It's bad UI to have the revive screen--which incurs a penalty--using a button we are likely to have pressed before we even see the revive screen appear (and it DOES catch that input).  This was mildly annoying before Onslaught, but it is HORRIBLE now that the penalty is the exact reward for doing Onslaught, and Onslaught is designed so there is no downside to staying down.  Combine this bad design with the fact that people never stay on Onslaught, and you always end up solo, which means you always are in danger of an unexpected revive dropping your affinity.

    All this can be trivially fixed by using Y (change weapons) instead of A on the revive screen.

    Also, please use Y for self-reviving from bleedout.  Not just for consistency with the above change, but because there is absolutely no reason to be using X, which reloads the secondary a downed player is firing, instead of Y (change waepon) which cannot do anything in bleedout state!  Someone reloading their secondary will cancel other players reviving them, which is annoying for everybody, and there's no reason to have this interaction at all when Y is completely unused while downed.

    Please, use Y to self-revive in all situations.  It makes sense, is easy, and fixes intrusive and annoying problems.

    • Like 1
  6. "If a target is dead, a successful loot now happens once, no matter the source" 

    I haven't seen anyone mention that how this seems to read is a straight nerf to Nekros, who no longer synergizes with himself.  Now, a Nekros has to diligently chop up bodies just to get his one possible extra drop, but without the chance at additional drops from parts.

    Also, I have been farming hexenon recently and have yet to ever see hexenon pop out of a desecrate poof.  I don't vacuum, so it's not just getting sucked up.  Playing with my usual Hydroid partner but keeping around a corner from each other left piles of hex by the Hydroid, while my Nekros hardly saw any at all.  Dual Hydroids fared much better overall.

  7. Tested with just primary and melee equipped: for staff weapons, if you are meleeing when the weapon returns (pickup or timeout), gun controls will not work and you will not draw your gun.  You have to use the switch weapons button to make the primary functional again.

  8. Have seen this happen on both doors, and when leaving Deck 12 as well.

    Also, had a very odd version.  Playing with partner, I was host and partner was client.  I could see partner's pet following them, but it wasn't there as far as partner could tell, and it seemed like it wasn't healing them or helping.  Switching to archwing had no effect on this one.  It stayed that way until we left the Vallis.

  9. This was not initially the case, but now my pet stops at the door and will not go through or respawn for the fight.

    Left after the chatter and the door would open instead of fighting exploiter.  Pet did not reappear.  Operator mode and back, no pet.  Archwing, and pet reappeared.  Went back to Deck 12 passage and very slowly walked through door with pet beside me, and it seems to have come through, so it looks like it's more accurate to say that if you aren't careful to get the pet through the door, it will cease to exist for the fight.

  10. 5 hours ago, NihilistZealot said:

    Pretty sure the fact that this thread exists and that they're trying to get information about hardware and the problems associated means that they do care about controller support.

    No, caring looks like actually testing for five minutes before a major release.  This looks like damage control, and barely even that.

     

    6 hours ago, RelytX2 said:

    Everything else works fine, but for some reason when i press O to melee and enter "melee mode" i can not continue to melee. Instead no matter how many times I press O nothing happens, at all.  

    Out of curiosity, have you tried poking that new setting they added to let people start melee with quick melee but continue meleeing with LMB?  I don't have the melee-only-once issue, so I can't check it, but that's the only new thing that relates to melee input changing after switching to melee, so maybe there's a problem related to it.

    I wish DE would fix the steam controller support in general so we could leave less up to their wacky half-baked input coding.

    • Like 1
  11. Just now, freemanonearth said:

    I can not rebind melee channel, it is stuck on my right thumb stick which is where I have always had toggle crouch.

    Yeah, they just took setting that away from us with one of the hotfixes.  Made some crack about breaking some eggs, just to rub in how little they care about controller players (like releasing a mainline update without even checking controllers didn't make that clear enough).

    • Like 2
  12. I had to disable Steam's controller support for Warframe because when it's on the mouse can't click on anything.  That also would be nice to get fixed.

    And if I start Warframe without turning the controller on first, it will never pick up on it and I have to exit and restart it.

    • Like 1
  13. Partner and I have identical systems with wireless 360 controllers.  Had to reset to defaults to be able to shoot (thanks for that), and then after the last fix my controller worked but partner's controller no longer worked except stick moving the mouse in menu.  Resetting to defaults didn't help there.  Restarting Steam seems to have returned functionality.

    BTW would be nice to someday have the transference-locks-ability-menu controller bug go away so we don't have to constantly work around it.

  14. Yeah, that's stealth damage, and it just annoyingly confuses the issue for people.  I had my redeemer as sole weapon in the 30 min infested survival alert, and it was night and day as my adarza's buff flipped back and forth between persistent small white numbers that didn't even phase enemies and orange-to-red crits that properly blew enemies away.

    Since I didn't have a gun, I couldn't use quick-melee to avoid shooting, either, so buff downtimes were a painful preview of new melee.

  15. Now that Redeemer Prime is real and melee is getting a big change, can we please fix the bug where shots don't crit?  The weapon actually works correctly while Cat's Eye or some other base crit additive is running, and feels great to use then, so we know you can straighten this out, but it really feels awful the other half of the time when it's broken again and shots do nothing.  It's especially bad without quick melee, since you constantly have your combos interrupted by slow, dramatic, totally useless shots, basically making the whole point of the weapon a cruel irony.  With the new melee doing full combos all the time, this is a big deal.

    The prime specifically got crit boosts, so being broken is very frustrating to those who want crits (and especially those who randomly got a great crit riven roll).  Incredibly disappointing this came out without fixing the crit bug, so please get it with the melee changes.

  16. Yes, please add a slider for Nora.  The laid-back cool DJ thing does NOT work here and is just extremely grating.  I need it to go away.

    I came here tonight just to find this thread or make one.  Need Nora volume slider, so I don't have to keep hitting mute.

    • Like 1
  17. Yes please.  It's annoying to have to remember to unmute something when it's quest relevant.

    Also, the laid-back cool DJ shtick is god-awfully obnoxious and intrusive in our space ninja shooter.  It needs it's own mute slider as well, especially if it's mainly just going to inexplicably fawn over us.

    • Like 1
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