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  1. Treadlight

    2nd-person camera feels extremely cramped

    I already have my FoV maxed. While the video is not mine, the screenshot is. That is what the game looks like when you spectate at max FoV. 2nd-person camera is over the shoulder, but often referred to as 3rd-person due to the similarities. Technically, it is 2nd-person, but 3rd-person is still a valid description most of the time due to how incredibly often the term '2nd-person' is eaten up by '3rd-person' in all contexts. Even 2nd-person perspective in language is referred to as 3rd-person sometimes. I did imply this by calling it a "true" 3rd-person camera. The terms are rather literal. Splatoon is very fast-paced and has lots of stuff happening everywhere on the map, and actually needs even more environmental awareness than just this camera can give. It sounds to me like you've never played Splatoon, or any 3rd-person shooter that wasn't over-the-shoulder for that matter. Do let me know if you have. Splatoon's camera is also zoomed in way too far to be suitable for something like a 3D platformer, which can easily overlap with 3rd-person shooters if it wants to. I'm not aware of any "aiming system" that would be broken by this, Splatoon even has almost exactly the same animation for scopes. There's nothing wrong with non-scope weapon aiming still using over-the-shoulder. I never said that this was something to copy, I provided examples of the sort of thing I'm trying to describe. I also said that it was a comparison. I have, it's the only game I have done this in. I generally prefer low FoV due to how the distortion works, but this is the only game I've ever been able to say it's actually too low. I don't think this game calculates or renders FoV in the traditional way.
  2. Warframe's gameplay has been changing significantly enough that the camera should be addressed in relation to such. I started playing after Banshee Prime Access started, so I wasn't around for the old movement system with stamina bars and weapon-slinging. It's becoming increasingly apparent—especially when comparing newer tilesets to old ones—that the game used to be suited to more confined small spaces. Many newer warframes (and reworks) have abilities much more suited big open areas as well. I can barely see anything other than my warframe & sentinel blocking more than half of the screen with this extremely close-up 2nd-person camera. A true 3rd-person camera does exist already in the game, though it's only used when spectating other players after dying. This is nearly perfect. The player-character is a too high on the screen, and it's still zoomed in too far. Here's a weapon demonstration from the Splatoon wiki so you can see for yourself what this would be like. You don't have to watch the whole thing, but I do recommend at least watching the sub and special weapons used towards the end of the video. Look at that visibility! The player-character takes up a relatively small portion of the screen, leaving plenty of room to see everything around you. Obviously the proportions of the player-character are quite different, so Warframe would need a different amount of zoom. Warframe also has a lot more vertical movement, which should be considered. (While not the main point of this thread, do note how the crosshair behaves in that video as well.) Warframe's camera certainly seems to already try to zoom out a tiny bit farther if there's open space, but it gets really close up when backed against a wall or floor. I'd rather it not be capable of collisions, and just draw a window through walls if it's behind one that's actually textured on that side.
  3. Treadlight

    Warframe Builder

    I went to a page for a build I felt content with, and went through the process of logging in, attempting to save the build, attempting to search for builds, and closing the "Search Builds" popup, as the log does include the request for the darker close button image that appears when hovering over it. Here is a complete log of everything in the Firefox Developer Edition browser console. Note that the browser console formats things in a way I can't display in plaintext, nor can I display it in the extremely limited BBCode of these forums. I went ahead and made it human readable after copying it, but it's still a little bulky simply due to the uncompressed URL's. The browser console logs have left-aligned and right-aligned contents on each line, so this was really annoying to format without any macros. Here is the log with the right-aligned contents all pushed to the same tab stop. You need to copy this into a proper fixed-width text editor with word-wrap turned off to view it properly. Here is the log with the right-aligned contents all preceded by 3 tabs. This is easier to read on the website, but not great for comparing lines. There's some weird things your website does that don't quite make sense to me. I don't understand why you put the full details of the build into the URL, and offer use of a URL "shortener" redirect hosted by a third-party (a highly suspicious one at that), rather than compressing it. I can understand & relate to wanting to make the URL human-readable at a glance, but it's so cumbersomely long that it still currently fails in that respect. It's alarming that you seem to have no security systems to speak of in place to protect user information & behavior from being tracked or stolen without their consent. I know HTTPS is very fiddly, but even just that helps. I really hope you only store hashed passwords server-side, use trustworthy RNG for key generation, and make sure keys are sufficiently long. Perfect forward secrecy is more involved, but kind of necessary to stop MitM attacks. Even without perfect forward secrecy, just making sure you don't reuse encryption keys is really good. I know ideal security is really annoying to get right, but even these relatively simple things would help. The more attractive your website becomes, the more people are going to use your website. You may not ever see the day when someone has their credentials stolen, or their metadata leaked, but the chance of it happening gets slightly higher with each new unique visitor to the website. Currently, your website is the only remotely usable tool for quickly assembling and planning prospective builds in Warframe, and that advantage means everything you improve about it can create an influx of new visitors, which is amplified by how many existing users feel inclined to tell their friends about it. Equipment is frequently added to the game, with equipment's stats changing from time to time. I think relying on end-users to report changes to the game is too slow to keep up with new content, especially as brand-new content is what everyone wants to try to build for. I know (not encrypted, unfortunately) is usually up to date, and I know it has something that would be rather ideal to query automatically, but I don't quite know how you would go about doing that. I can barely navigate the place aside from the normal wiki pages, so all I could find was this: Line 8 looks cut off at the beginning. Thank goodness those scripts seem completely unrelated to this issue.
  4. Well, it's always been the case, but it's always felt like a bug. I do see the confusion with CC in retrospect, let's hope a moderator sees this and fixes the title. I've also found that it's not just targeted abilities. Gara's 1 can't touch them, and Nidus's 1 can't touch them. Even if nothing else, at least those should do something. I'm fine with eccentric targeted abilities not doing anything much more than damage, but this is absurd to me.
  5. I know what the terms mean, and I know how specific some people can get. All AoE can be used as CC if it's big enough, I know. CC isn't a damage type, and neither is AoE. I'd be much more inclined to change the title if you'd be just a little bit polite about it, instead of demanding I conform to your evidently emotional standards. It's not just CC, and it's not just AoE, however all AoE is CC in this context. I don't need nitpicking about a compromise that was already made in terminology; an argument from the futility of English vocabulary is itself futile for all sides. I won't address each point about the abilities being bad at CC, especially when that's all the ones I've listed are used for. It's not about whether what you categorize as CC to yourself (or anyone) should work, it's about how the abilities that do and don't work on them don't make any sense. Regardless, I will change the title as you do make a valid point underneath, but not to your suggestion. (The bold text in that sentence is, however.) Or the forums could suddenly refuse to let me change the title... That's fine... I'll just say I would have changed it to: "Plague Star's infested spawn pods are completely unaffected by most abilities" (This part is supposed to go above the quote, but the forum is refusing to let me move the quote between blocks of text.) I think I've narrowed down what's causing this. The abilities that don't affect them are consistently only targeted abilities. I suspect the core of the issue is inheriting from the boiler spawn pod object, which likely inherits from the meta-container object. The only thing conceivably similar to a boiler's spawn pods is the model used, but they behave like the only thing that was changed was the health of it.
  6. AoE is CC. I tried to keep the OP and thread title as concise as possible, the infested spawn pods are immune to almost everything in the game that isn't a gun. I haven't been able to test every warframe's kit against them due to the insane buffs, and the whole situation making it very hard to test abilities that need me to stand still to even see what happened. Lots of abilities that should work on them don't, but some abilities that should work on them do. It really does feel like they're just exact copies of the boiler's spawn pods with more health, which also means no affinity for killing them. I've been able to confirm that Zephyr's 4 doesn't work, but her 2 does. Ember's 4 doesn't work, but her 3 seems like it does something, which could just be the burning enemies touching them for all I know. I couldn't afford to test anything more on them at the time as everyone in the squad was getting repeatedly downed by either the hemocyte, or just abruptly for seemingly no reason. It's worth pointing out that these spawn pods can't be targeted by any ability I've tried on them.
  7. This has been the case even the first time this event happened, but with the unlisted insane buffs to the entire boil stage, this has become nearly unmanageable. All crowd control abilities do absolutely nothing to the infested spawn pods. They don't even target them, let alone affect them. No damage numbers appear, and even syndicate procs can't touch them. They're also immune to status, and critical hits. The hugely increased spawn rate of the pods themselves doesn't help when I can't touch them with anything but my weapons alone. This is every single thing that a player can do to take out a single tanky enemy, and these things are a constant of the boil stage.
  8. Hemocytes often perform this ground slam attack by...crouching quickly...and it makes my screen shake wildly despite having turned off screen shake. This was pointed out to me by another player in my squad, so this technically should be considered two people having confirmed experiencing this issue. I'm a little confused, as any screen shake event shouldn't need a conditional statement to be affected by the setting, so I have no clue how this could be happening.
  9. Treadlight

    Volume sliders don't do anything

    Actually, my original plan was to increase the volume of Warframe in the mixer after reducing the SFX, but I didn't even bother since the sliders didn't do anything in the first place. I'm very much aware of how Windows handles things, I only have one audio output device anyway. I have none of the "effects" turned on, and the equalizer is totally flat. I have tried restarting Warframe after changing the sliders, and it didn't really change anything. The login screen was rather loud, but that's always rather loud. UPDATE: I don't know if I'm allowed to double post after this amount of time, but I found something strange. The volume sliders work only in certain areas. They work fine in the Plains of Eidolon, but they don't do anything in the orbiter, relays, & Orokin derelict. There's likely a lot more than this, so definitely look into more than just those places. I'm getting the impression it's a problem with object inheritance; I think something's overriding the settings somewhere.
  10. Treadlight

    Volume sliders don't do anything

    After messing with them for a bit, I can only conclude that not only is there no way to preview the slider volume much like there is in every other game, the volume sliders themselves don't actually do anything. I noticed that my mandachord was really quiet, and various sound effects were just totally overpowering any music playing—mandachord or not—and it even seemed like the mandachord just went nearly silent when in a relay. I went and turned everything that isn't music way down, and that didn't change a thing. I have Music, Master, & Ally Mandachord set to max, with no SFX slider above 65%. Not only is the Master volume slider too quiet at max, none of the sliders had any effect on the game's actual volume in the first place. I shouldn't need to set master above 50% in any game, what's going on here?
  11. Treadlight

    Warframe Builder

    I've only started using this tool recently, but I can't save or search builds under any circumstances. I'm using Firefox Developer Edition 60.0b8 (64-bit). Searching builds gives me " No builds found. Why don't you create one ?" regardless of whether I'm logged in. If I attempt to save a build, I get: Save impossible. Check the errors. Identical build already exists. It says this in spite of any rivens, and even if I attempt to save it as a private build. Additionally, I'm not given any link or info on the build that allegedly already exists. I have a friend who has almost exactly the same addons with identical settings who does not have this issue. She uses Google Chrome 64.0.3282.186 (Official Build) (64-bit). I get this warning message in the debug console when jquery.js is loaded. "Source map error: SyntaxError: JSON.parse: unexpected character at line 1 column 1 of the JSON data Resource URL: Source Map URL: [Learn More]" She does not get this warning. At one point it said that "//@" is deprecated, and to use "//#" instead. before you ask, I have tested this with various parts of my addons disabled or enabled in a bunch of weird ways, and none of it worked. Both of us are on Windows distributions. I'm on 7 SP1 64-bit, and she's on 10 64-bit. EDIT: If you want the full log, please ask over PM.
  12. Treadlight

    The latest update ended up my game

    Before I start, I will say there is technically a lot for me to do left in Warframe, but I have done nearly every piece of unique PvE content in the game to death already. I'm finding it very hard to justify myself playing this game at all. This game's competitors are looking really nice right now. I've noticed a lot of people are assuming that adding more content implies locking it behind a lot of grind. I've also noticed a huge amount of forum threads being replied to by people who forget that the feedback is for the devteam, and instead see it as some sort of tech support forum where absolutely everyone else is always somehow philosophically incorrect in their assumptions. Warframe's biggest problem—by far—is lack of meaningful content. Nearly every time I see something added to the game, it's just bloating the grind and duplicating existing content. Even PoE is part of the problem. It added the Teralyst fight, fishing, and uhh... It tied them to insanely tedious grinding that took the fun out of them. Even just new mission types would be a good start, although with Defection they seem to have made both nodes infested. PoE made me excited and I tried to get back into it, but the whole of its content is restricted to the infinite bounties. When I heard "open world" area, I was expecting something that at the bare minimum resembled TLoZ:BotW's prevalence of anything to do. When I heard it was going to be populated by eidolons, I naïvely expected actual variety and...well...a population of some kind. Even before I started playing I expected the tactical alerts I heard about to be...more than two... I haven't even bothered with them because of this. The problem as I see it is that the existing content is too shallow to justify its repetition, and the need for meaningful content is so great that DE essentially needs to add as much unique stuff as the amount of existing raw content. This means it likely won't ever happen. All of this coupled with Warframe's insane volume of its graphical, auditory, UI, control, balance, and even gameplay issues that the entire devteam (and a good portion of the community) seems to be eternally oblivious to even why they're issues in the first place; its really trying my patience to put up with this.
  13. Treadlight

    Celebrate Warframe at the Game Awards!

    Sigh... I suppose this was predictable... Even though the Twitch "drops" thing was a horrible idea, I suppose it happening again isn't too much of a surprise. Still, I'd have thought DE would have been better than supporting TGA of all things. It makes me wonder what DE has to gain from this, as TGA is not really well regarded by anyone I know. Either way, I will not be attending this "event".