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Famecans

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Everything posted by Famecans

  1. Zariman extraction is a roulette of bugs so I like it when the host forces the extraction or waits for team. When I'm the host I force everyone to extract with me because I've already received several social toxicities when my migration fails, so I just wait for someone from the team to join me to force the extraction of all players, I only use the extract button if host is not me. The extraction of all the tilesets is very strange, while it is beautiful it is also ugly thematically. Basically, the doors with the warframe slot are visibly exposed during extraction, giving the feeling of tenno technology and intelligent practicality, but it is ugly for the game universe as no enemy is seeing the invasive tenno technology awaiting warframes inside the ship. I think that all extraction tilesets should be automatic where the player waits for the timer to run out to solo extract but this needs some adjustments. there should be 2 indestructible tenno artillery, maybe two exodampers to defend the extraction of any enemy level hordes, it is ugly to wait in the zariman's elevator or enter the cetus gate and realize that there is nothing defending the extraction point. I know that flying balloons is Cetus technology against invaders but the gate seems so unprotected, the enemies that approach it run away in fear, it's strange, something should defend the gates and any enemy should approach it to fight. On Zariman we have enemies aiming on elevator door without reacting to gunfire, its strange. DE could improve this puting thematic exodampers in any extraction, this helps beginning players to extract, this polishe thematic on this tilesets with tecnology tenno, all enemies on extraction tileset are atracted to hit exodampers and exodumpers kill them quickly. 👍
  2. Infested corpus tilesets need a review, the latest release of infested tilesets is in the orokins railjack bonus vaults, they are large and very nice clear tilesets.
  3. Spoiler👍 I just thought it would be interesting to share
  4. Agree. I would love to remove these things from warframes and weapons. DE changed the colors and icons of the conduits due to the mess and similarity with the demolisher marker, now we have this yellow focus marker in all the missions radars, focus Lenses need to go.
  5. @CrownOfShadows You cannot see the loadout available to team so you must accept the player's choice or it will become a anti-game soon. Note that the player cannot always choose the best frame and weapon, so if community starts to give up stationary players, the game will become more frustrating, it will be difficult to player change loadouts without executing a single mission.
  6. I think it's a purposeful change because disruption is too hectic for standard players, if it's a change it's nice but it shouldn't affect the spawning of the enemy from the disruption key.
  7. Thoughts: Apparently the game uses a graphics system with individual shaders for each tileset, sometimes I get the impression that there are also individual settings for each three-dimensional object. This complicates the adjustment work, it seems to me to be manual and long work. I'm not sure but I think the old "Volumetric Lighting" is in conflict with "Volumetric Fog Quality" as both options cannot be deactivated in some tilesets, it is possible to see that the helminth tileset is forcing volumetric lighting. I am extremely critical of the use of volumetric lighting and bloom in most games, as bloom should be used to correct the lack of standard light trails from graphics engines while volumetric lighting should be used to highlight false light trails near light spots. light or emissive textures. The problem is that most games use bloom to light the scene and use volumetric lighting to fill environments with smoke in order to increase the perception of depth of field, these things generate a dark atmosphere that at first glance is beautiful but if It takes away from visual comfort and hinders gameplay in hectic matches. The use of bloom and volumetric lighting needs to be extremely careful. I feel that the tileset shader must be standardized to the same development rules with minimum and maximum distance for contact shadows, minimum and maximum luminosity for spots, minimum and maximum vfx for each object, etc., this will limit developers from creating visual inconsistencies and will define the game's graphical polish signature. The only things that should change different types of atmosphere or different types of visual appearances for three-dimensional objects are the "colors of light spots and emissive textures", "maximum and minimum intensity of these light spots and emissive textures" and the "maximum limit and minimum number of textures and VFX filters", which are applicable to any scene, texture or three-dimensional object. The distance of the contact shadows are visibly distorted in the Khal's camp navigator tileset, basically it is possible to see trails of sunlight entering the three-dimensional corners of the navigator tileset. I noticed that sometimes the light spots from the sculptures were crossing multiple walls, I tried to reproduce it in the video but unfortunately it stopped happening. There are many old objects and materials that are not updated for the new shading system and one of these most visible objects are glassware. The most beautiful glass material in the game was on Gara's delux and Gara Prime's pieces, however this material underwent a small change in this latest update, it is not reflecting most of the light spots in the environment, but it is still visually beautiful. The Gara Delux and Gara Prime glass has the following configurations: *Active global environment reflection; *Maximum FOV distortion of the reflection of the global environment to imitates glass refraction (thanks to deves for teaching me this trick); *Rough texture or normal mapping to define grooves and highlight edges; *Multicolor material mapping that I can't visually identify how it works. *You may need to have real-time reflection reactivated to reflect ambient light spots again. The game has strange performance changes depending on the tileset, the simple act of walking through an open door in the dojo precisely changes the frames per second. My system config is mobile Intel i5 Gen12; DDR5 8gb; NVME Gen4; RTX30 SE 4gb. I'm sure there are players with more modest configurations so this isn't a hardware incompatibility issue. I have constant crashing problems where the game simply closes and generates the error to be sent to the DE, this crash happens when loading players or specific clicks on the menu which apparently do not require significant texture loading, for example, sometimes the simple act Pressing the exit menu button freezes the game and closes the executable. Sometimes I have the feeling that the power mode has been changed because the system deactivates the main video and reactivates it again before the game freezes and closes, I have already carried out artifact and hardware processing tests and I am playing other games, there are no hardware failures. Thanks for reading👍
  8. The sand/snow is actively transparent and has no specular texture. The specular texture would highlight specific grains/flakes and volumes related to the lighting and shadows of objects close to the same line of sight, this texture can be a procedural material. This is the same notorious detail/issue present in the new fluffy kubrow coats. I'm extremely critical of volumetric lighting and bloom, most games use this exaggeratedly. There are many outdated objects in the game but the new shader is much more pleasant.
  9. Vitreum skin has an upside-down grip only on Noctua: And also has the eye face hidden in the Grimoire holster:
  10. It is impossible to give this action to the player because the emission of light in a three-dimensional environment is carried out by light spots with ray traces. In short, this can drastically affect game performance within orbiter, making it impossible for the player to enter the game or reversing the problem. Maybe the DE will think about limiting the availability of this decoration, but I would maintain the rule that game performance control should be restricted to devs only.
  11. Ordis Chat GPT Plus Primed. looks pretty cool👍
  12. Hi its me, the annoying guy👍 I don't like impalement, I'm a player with a lot of hours using brass knuckles and I'd love to punch things, I love the incredible animations of the brass knuckle finishers but this is outdated because finshers is away to tigger and cant hit AoE. I'm also familiar with the new tenocay mechanic so why not combine these things in Ruvox' incarnon mode? My suggestion is that Ruvox' incarnon mode were focused on finishing attacks as this would enrich the brass knuckles theme. Something similar to this: Heavy Attack triggers incarnon mode so the next hits of Heavy Attack open enemies to finishers within 12m for 12sec; When dealing damage with frontal finisher it triggers a push away to all enemies within 12m that causes stagger and spread target status for 12s; When dealing damage with a ground finisher, it triggers a vacuum that pulls and knocksdown enemies within a 12m range; When dealing damage with a rear/back finisher, it causes blindness to all enemies within 12m range. I dont know if this is cool for this fist weapon because Ruvox is signature Dante but this looks a cool incarnon skill for fist melees. thks for read👍
  13. I'm a Tekko main and I'm disappointed with Ruvox' abilities and damage. Brass knuckles are short range weapons, I would love for this to be improved with an AOE hit skills. Heavy Slam is clumsy because it is a 3-factor attack / hit (bullet jump + hover + slam aimed) that is slow and complicated depending on tilesets space and does not cause effective damage when compared to medium and long range melees like Stropha or Zaw Contagion. Impaled / Lifted enemies are a mechanic inconsistent, we have mods for this status but is not consistant or simple to use so this is a mechanic tath need more augments. I can't give solid opinion on Onos as I intend to do more testing, but at first look it's less than practical to synergize with some frames, this is a comparation directly as god incarnons like Miter and Latron.
  14. Thoughts: I think Specular is set to 0%, it needs to be increased to at least 25%. Hair is not 100% opaque, only paper or cotton is 100% opaque. It's nice to see these hairs being 100% opaque, but most of the Warframe game objects have specularity and roughness above 50% and this makes the character disconnected from the scene. Organic hair is a superposition of tiny shiny shells like nails:
  15. wait new augment mods... the first skill is an exalted, the third and last skills are dependent so the most logical thing is to have this skill with slash damage. (the point is that we already have a similar helminth skill from Citrine)
  16. If you don't place the trigger object in the conduit panel, incarnon won't understand that the action was done. If you are in a team, ask the players to wait for you to collect and activate the conduits, each conduit increase one point.
  17. Information theoretically/hypothetically related to this problem: *I think the bloody sigil has automatic censorship in the game code so when it is sensing it becomes invisible in fashion sharing. *if I'm not mistaken, the government of some Asian countries "requires" the censorship of blood and gore, especially in entertainment products. *it is difficult for developers to classify all colors similar to blood so the blood sigil simply disappears from the fashionframe. *Note that you will never see anyone using the bloody sigil in public settings but it will be there on the player's profile.
  18. What is this message? These players have been marked as online in the Warframe Market for several minutes. Why is it so difficult to connect with players? I've been buying prime parts for more than 40 minutes and the trading system is terribly stressful. There are several players simply ignoring the invitation, while others seem like NPCs enter the squad for several minutes, say nothing and leave.🤷‍♂️ 40 minutes to change 6 warframe parts is so boring, this is becoming an antgame task.
  19. Depending on the mod amount it will be stressful to find sellers, most of the cheapest sellers are silent players, warframemarket bots, scammers, sellers with connection problems, loading screen disputes, toxity etc. I've been trying for more than 40 minutes to complete the purchase of 3 sets and the experience is horrible.
  20. Azima nerfed?!?!? In other words, this weapon is ridiculously destructive today. this video is a build before Critical Arcanes and Archon Shards: I have a great riven for Azima CC + CD but I'm out of resources and time to test builds. I think Nova Speed + Corrosive Shards + Shade can quickly melt hordes of enemies, maybe Octavia or Loki will make this awesome to survive, Rhino + Quiver can make use to Arcane Encumber IDK.
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