Jump to content

Jilreign

Grand Master
  • Content Count

    21
  • Joined

  • Last visited

Posts posted by Jilreign

  1. 1 minute ago, NinjaZeku said:

    Dunno if this helps in any way, but just earlier today I made and claimed two (Vasca) Imprints from my Smeeta,
    so FWIW, it seems to be a problem specific to your account rather than a current general issue.

    its a common issue that many people have had for years, lots of reports, no fixes. and like i said, ive imprinted before.

  2. Receive "Unknown Error" any time i try to claim my imprint. Did one this is number 2 of 3 for my smeeta kavat, The first one had no issue, but now I cannot claim the second or create an imprint of any of my other companions. Has been like this for a week or two, have tried a bunch of different things to try get it to work but it needs dev intervention it would seem.

     

    rWxZwir.png

     

     

  3. Hey all,

    I played Warframe for over a year when it was in very early pre release until shortly after it was released and invested quite a bit into it's development (including the grand master founders pack and much more -over 1,300 USD to be precise).

    I've been away for 3 years and would love to get back into the fray. I'm looking for someone who could help catch me up on the current state of the game and where to begin again.

    If you're interested, please free to shoot me a message. Would prefer to use voice as well (discord preferably). 

    Thanks all.

     

    EDIT: I'm in Australia but usually work nights, so I'm around US evenings/Aus mornings mostly.

  4. i have a further issue with the UI.


     


    Example:


    I have teh Sweeper (shotgun) sentinel weapon on.


     


    I have a rifle equipped in primary slot and all my shotguns are set to profile C which is blank.


     


    I still CANNOT attach a shotgun mod to my sentinels weapon because sitting in a weapon cache in my armory somewhere is a weapon that has a mod attached to a profile not even being used. This is quite plainly bullS#&$.


     


    What is the purpose of profiles and quick swapping mods/having the ability to not have to constantly remove mods from weapons to attach to others if you can't even equip them to a weapon u are using when they are on a weapon AND profile you aren't using.


     


    Seriously DE, as i'm sure you'd understand if you actually read the forums (not just design council), this update has been nothing but disappointing so far.


     


    So here is a very very simple solution to a problem that a team of developers and QC reps (which i doubt you actually have or things like this wouldn't happen)


     


    You CAN equip every applicable mod to every applicable weapon BUT if you try to EQUIP a weapon or profile that has the same mods on it then NOTIFY us with a text box. Anything sitting in your stash is irrelevant and doesn't matter what mod it has on because you're not using it.


     


    OR just let us use them on both,


  5. i have a further issue with the UI.


     


    Example:


    I have teh Sweeper (shotgun) sentinel weapon on.


     


    I have a rifle equipped in primary slot and all my shotguns are set to profile C which is blank.


     


    I still CANNOT attach a shotgun mod to my sentinels weapon because sitting in a weapon cache in my armory somewhere is a weapon that has a mod attached to a profile not even being used. This is quite plainly bullS#&$.


     


    What is the purpose of profiles and quick swapping mods/having the ability to not have to constantly remove mods from weapons to attach to others if you can't even equip them to a weapon u are using when they are on a weapon AND profile you aren't using.


     


    Seriously DE, as i'm sure you'd understand if you actually read the forums (not just design council), this update has been nothing but disappointing so far.


     


    So here is a very very simple solution to a problem that a team of developers and QC reps (which i doubt you actually have or things like this wouldn't happen)


     


    You CAN equip every applicable mod to every applicable weapon BUT if you try to EQUIP a weapon or profile that has the same mods on it then NOTIFY us with a text box. Anything sitting in your stash is irrelevant and doesn't matter what mod it has on because you're not using it.


     


    OR just let us use them on both,


  6. i have a further issue with the UI.

     

    Example:

    I have teh Sweeper (shotgun) sentinel weapon on.

     

    I have a rifle equipped in primary slot and all my shotguns are set to profile C which is blank.

     

    I still CANNOT attach a shotgun mod to my sentinels weapon because sitting in a weapon cache in my armory somewhere is a weapon that has a mod attached to a profile not even being used. This is quite plainly bullS#&$.

     

    What is the purpose of profiles and quick swapping mods/having the ability to not have to constantly remove mods from weapons to attach to others if you can't even equip them to a weapon u are using when they are on a weapon AND profile you aren't using.

     

    Seriously DE, as i'm sure you'd understand if you actually read the forums (not just design council), this update has been nothing but disappointing so far.

     

    So here is a very very simple solution to a problem that a team of developers and QC reps (which i doubt you actually have or things like this wouldn't happen)

     

    You CAN equip every applicable mod to every applicable weapon BUT if you try to EQUIP a weapon or profile that has the same mods on it then NOTIFY us with a text box. Anything sitting in your stash is irrelevant and doesn't matter what mod it has on because you're not using it.

     

    OR just let us use them on both,

  7. Not going to say wither this is a good or bad thing. Im sure there will be plenty of threads and probably comments in this one about it.

    What i will say is that limiting the number of picked up mobs is not the way to do it.

    Here's why.

    Players will simply lay down more bastilles (prob 2-3) at a time to compensate and it'll work exactly as it working currently. You may say the nerf is still balanced to what it suppose to because of more energy cost, but vauban is really only played highly on defense / survival missions. These missions offer more than enough energy drops to keep vauban bastilling up to 5 at a time constatnly IF he really wants to.

    Now, with more bastilles it means more visual distortion for every one else, making what is already an incredibly chaotic battlefield even harder to micro-manage. Basically the nerf will not do what the devs intend and cause more issues with co-op players.

    IF you are to nerf bastille the only way i can think of that won't cause this issue is to simply shorten it's duration. The benefits of applying this style of nerf is that it WILL actually reduce it's power potential since laying multiples at once will do nothing (no further visual distortions), will keep bastille working generally as the way we're used to (Less whining hopefully) and will keep vaubans on their toes with managing bastille refreshes.

    I believe this is the best route.

    A- almost every aoe ability/duration ability CANNOT be recast until it has expired, so no, you wont see 2-3 bastilles after this nerf as it is being brought on par with the other abilities

    B- turn off the motion blur setting and you dont get any visual distortion

    C- google doesnt hurt before posting complaints

  8. Hey all,

     

    So i just thought hey, i have 10000 fast hands, let's do some transmuting.

     

    Got crap, crap, crap, crap, oh wait wtf?

     

    http://i41.tinypic.com/2ksy8.jpg

     

    Sooo... I highly doubt this was intended...

     

    Here's the text from the EE log file

     

    20953.047 Sys [info]: Created /Lotus/Interface/DialogWithCards.swf
    20953.047 Script [info]: Dialog::_SetText(You got: Equilibrium)
    20953.047 Script [info]: Dialog::SetNumOptions(1)
    20953.057 Sys [info]: Budget overrun updating WebGet (20.8 ms)
    20953.311 Script [info]: Dialog::TransitionInDone()
     
    Note: This happened approximately an hour and a half BEFORE the event ends.
  9. You are correct that this is an issue that should be resolved, but I don't see what his in-game performance has to do with anything.

     

    This community does not need to become any more toxic than it already is.

    his clear "i dont care so you shouldnt" attitude which is clearly from his inept abilities is what it has to do with it. but yes, i agree, i shouldn't stoop to that level as well.

  10. honestly i don't care about the time ,

    but yea it has been "issue" for a long time, surprised you haven't notice by playing kappa or kiste or any mobile defence with laggy host, when there is 1 minute left to protect the terminal or the pod and in real life it takes 3-5 minutes because of the laggy host :)

     

     

    i've never had a laggy host thankfully, i play with friends and we all have great internet/pcs. sadly though with over 1000 objects on the ground and probably 100 enemies going ballistic at the approx 3 hour mark we were at we all got a little fps laggy

  11. That was obviously an exploit and those times were removed.

     

    You just don't read do you.... The timer is clearly client side, hence it can be change. Which also means that lag affects it as well. It only takes one person in the party to have either fps or latency lag and the timer goes haywire. But hey, you must be one of those know it all guys who must be right all the time so yeh, i'm totally wrong and out fo line for reporting this to the developers during a BETA Test. 

     

    Shouldn't expect much more from someone who only achieved 21minutes thoguh i guess, my bad.

  12. If they were to check and fix your profile times, then they would have to do it for everyone and I don't see that happening.

    In the end the timer being off doesn't really affect anyone because it is the same for everyone.

     

    you clearly don't care what your time is but some of us do and would like it to reflect correctly. comments like yours are just ridiculous, and who says it is the exact same for everyone? Did you read the part where people had 11 hour times when in actual fact the survival event hadn't even been going 11 hours? This is the opposite problem to what we had.

  13. Hello DE,

    I tested the timer with a watch, mobile phone stopwatch and the PCs timer as well. they all showed 2 mins 47s after 1 minute on the in game event timer. This is reflected on my profile as having a 1 hour 53 minute game when in actual fact i watched a movie that was over 2 hours, starting after we went in and finishing before we came out. After we had realised this we let the oxygen bleed out because we were just so bored and didn't want to waste anymore time on a bugged timer.

    We had over 400 oxygen tanks still to collect and hadn't used any drops. As i'm sure you can see in file logs.

    Can you please have someone check the actual coding logs and have this corrected to reflect my profile correctly as well as the other 2 members of my group "jayxwhite" and "Wishlah"

    Having the timer not server side is clearly a major issue and proved to be how people were able to top the leaderboards with 11 hours after only 7-8 hours of the event starting.

    Here is a shot of 96:41, the timestamp is 02:07:53

    http://i40.tinypic.com/2dlw4fb.jpg

    Here is a screenshot of the game where it shows 110:51, this screenshot has a timestamp of 02:38:58

    http://i40.tinypic.com/2czc0m1.jpg

    Thats a 31minute difference, but the time only shows a difference of 14mins. This is a HUGE flaw

     

  14. Hello DE,

     

    I tested the timer with a watch, mobile phone stopwatch and the PCs timer as well. they all showed 2 mins 47s after 1 minute on the in game event timer. This is reflected on my profile as having a 1 hour 53 minute game when in actual fact i watched a movie that was over 2 hours, starting after we went in and finishing before we came out. After we had realised this we let the oxygen bleed out because we were just so bored and didn't want to waste anymore time on a bugged timer.

    We had over 400 oxygen tanks still to collect and hadn't used any drops. As i'm sure you can see in file logs and screenshots provided.

     

    Can you please have someone check the actual coding logs and have this corrected to reflect my profile correctly as well as the other 2 members of my group "jayxwhite" and "Wishlah"

     

    Having the timer not server side is clearly a major issue and proved to be how people were able to top the leaderboards with 11 hours after only 7-8 hours of the event starting.

     

     

    Here is a shot of 96:41, the timestamp is 02:07:53
    http://i40.tinypic.com/2dlw4fb.jpg
    Here is a screenshot of the game where it shows 110:51, this screenshot has a timestamp of 02:38:58
    http://i40.tinypic.com/2czc0m1.jpg
    Thats a 31minute difference, but the time only shows a difference of 14mins. This is a HUGE flaw

     

    I've also saved the log file if you would like a copy of it.

  15. +1 for an applet, i have one for every game i play but warframe. I would make one for warframe but i have already been banned once by the automated system for having things running that are completely unrelated to warframe or affect it in anyway so i dont really want a script reading data from my game in case i get banned again. Please implement this or allow us to run certain things without getting banned please

×
×
  • Create New...