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Luverca

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Posts posted by Luverca

  1. Update 25.7.2.1

    All recharging beam weapons with an audible "recharge finished" sound appear to currently play this sound for every point of ammo restored.

    While this also applies to beam kitguns (Gaze) with Pax Charge it does not apply to the other types of kitguns even when pax charge is equipped.

    Showcase with the following weapons: Flux Rifle, Cycron, a Gaze-Kitgun with pax charge; as well as a rattleguts kitgun with pax charge that shows the issue is presumably not exclusively based on the recharge mechanic itself, but on its combination with a beam weapon.

     

    • Like 2
  2. Update 24.4.1

    Zaws and Kitguns all show the same base stats when previewing them in the arsenal while switching weapons (red stat line on the right)

    4r3wgIy.pngL9NZkeA.pngm84DGoy.png

    (Three examples with zaws above (the two on the right show those stats even when previewing the same weapon)

    proO5Mp.pngh5RaoEF.pngx0OTIyG.png

    (Three examples with Kitguns)

    This is purely visual and limited to the "new weapon" part of the weapon changing screen.

    • Like 1
  3. Update 24.2.7

    Weapon model changing skins ignore the energy colour in regards to colouring elemental effects on the weapon.

    Instead the effects will always have their basic colours.

    z3YAa0B.png

    (Example image with the Zastra Dual Dagger Skin; see the weapon trail for the selected energy colour and note the blue/purple default radiation effect)

  4. Update 24.2.6

    Continually using the door from the plains of eidolon to cetus and back stacks any active rain effects.

    This does not seem to have a limit and heavily impacts FPS.

    How to: Simply enter the plains through cetus, leave cetus through the door, and repeat - the more often you repeat this, the heavier the rain effects get both in the plains and in cetus.

    giphy.gif

    (Example of heavy rain effects after reentering the plains multiple times)

    • Like 1
  5. Preamble:

    In this post I would like to talk about my personal hopes for the nearish future of warframe and what I believe should be the main focus for improvement after the release and further polishing of Fortuna&Co.

    Take all of this with a massive grain of salt (but please dont overdo it, too much isnt healthy) since I am just an individual player with very subjective opinions, but maybe some of these suggestions resonate with other members of the warframe community.

    I welcome any (and hope for) feedback and discussion about this topic from anyone, really.

    And I also apologize about the horrendous formatting

     

    >What my suggestions focus on is polishing and expanding already existing core content of the game.

     

    1) Expand random mission tilesets

     

    Even after the addition of two large open areas the majority of the game will

    still take place in the randomly-glued-together tilesets of your average mission node.

    Expanding on the variety of these tilesets (aka adding new ones) would (at least in my opinion) provide a massive boost to the normal gameplay experience by spicing things up with something that experienced players aren’t already so used to from their countless hours of playing that they could create maps of every tile in the game from the top of their heads.

    And it wouldn’t even have to be that many tiles - even a single new tile, such as the one added in the “Chains of Harrow” update can stick out as something new, something unfamiliar for quite some time.


     

    2) Prioritize melee stances and less represented melee categories

                   (I am aware of melee 3.0 coming some time in the future but I'll leave this here anyways)

    (I am counting all weapon variations (prime/vandal/wraith/mk-1) as a single weapon and only considering PvE stances since that is the main focus of the game)

      There are currently 23 melee types represented in-game

        14 of these possess 2 or fewer stances.

        5 have 2 or fewer weapons in them

    On its own this isn’t actually that bad but once you consider that dual swords alone have14 (!) different weapons, followed closely by single swords with 12 I personally do have to wonder what the point is of releasing more (dual) swords compared to say, fists, warfans, nunchakus or claw weapons.

     

    Why do I think that adding and/or reworking stances is more important than adding new weapon types in already well-represented categories?

    Simple: New weapons can barely make a relevant impact in such categories (like dual swords) - all they can do is provide slightly different starting stats you can work with. While those are nice for enabling the basic modding directions like Status/Crit, elemental combos etc. they don’t actually change the way these weapons play all that much.

     

    Compare this to stances: A single stance can make a massive difference in how a weapon performs, feels and is used - even if the actual weapon you use remains the same!

    (This is thanks to different moves, hitboxes, damage bonuses, status procs, aoe triggers and just the different feeling that the animations give)

    -The addition of one stance alone, Cyclone Kraken, turned machetes from a “meh” category to one I utterly adore and consider to be *far* more useful than before

     

    I believe that there is tremendous creative potential in the creation of new, amazing stances and animations and I always welcome any new stance with nothing but love for the variety it brings.

    The stances I myself would prioritize are of course for those weapon types that don’t have many stances to begin with and those 5 old stances that are currently in the game that only consist of 1 unique combo.

    I also think that giving the current warfan stance a quick polish and removing the ‘fan waving’ animation in its basic attacks, or at least making it faster since it currently disrupts the flow of an otherwise elegant and deeply enjoyable weapon, would be an excellent idea.

    And why not save the reputation of whips from the ‘exclusively beyblade’ status they have now by adding a new stance that makes it far more enjoyable (and still viable) to use them with combos instead of slide attacks?

     

    (and please let dual daggers use covert lethality ;-;)


     

    3)    Add “small” mod slots

        ho boy - this is a bit of an oddball

    One of the unfortunate problems with the existing modding system is that there are often “must-have” mods like the +Damage and +Multishot mods (most notably with secondaries) to allow for effective damage output or some kind of health/shield mod to help with the survivability of warframes.

    And while this still leads to a lot of variety and different builds, often focusing on different strengths of individual weapon stats and warframe abilities it also results in certain mods just being left on the side - they are simply not good enough to warrant sacrificing one of those 20+1 precious mod slots for.

    This, in my opinion, is a terrible loss because many of these mods would allow for small but still relevant and often personal differences between builds.

    I have heard some suggesting the innate integration of those core mods into the actual weapons/warframes in order to free up slots for other, more personal mods but I believe this to be the wrong approach since automatically implementing something like health mods would completely remove the concept of “glass cannon” builds - something that certainly has its use and unique feel when applied properly.

     

    Instead I’d suggest an expansion of unique mod slots - just like the already existing exilus slot (and arcane slots that essentially function like mods now) that only accepts specific mods in it and is therefore not considered for the ‘main’ build of the warframe.

    The exilus slot allows for the use of these more unique mods I am referring to perfectly and I believe that adding more slots akin to it can only help expand and individualize the existing system.

    This could maybe come with a small extension of the energy pool or as an extra motivation to forma owned equipment - who knows?

     

    (4) Syndicate mission themes

     

    (This is something I can imagine to be kinda controversial and should therefore be taken more as a topic of discussion than an actual, serious suggestion.)

       

    I always thought it odd to see the New Loka operating so far away from earth all the time, as well as the Red Veil not doing purging as much as sending you to protect computers and cryopods.

    I, personally, would like the introduction of syndicate themes to the syndicate missions: New Loka are very Earth-Centric in their interests and I believe this should reflect in their mission locations more than it does.

    The entire theme of the Red Veil is about purging the corrupt without mercy so it only feels appropriate for them to be more focused on extermination missions.

    Steel Meridian is sworn to protect the colonies and rescuing grineer defectors - shouldn’t this too be a part of the missions they offer?

     

    I can definitely see the major argument against this kind of theme-implementation in the fact that syndicates would no longer be equal-with different rewards but actually offer far more missions that fit their theme, and therefore change how players work with them to a certain degree, and this idea really just sprang from a casual thought on the side.

     

    5) Quality of life:

       

    -Adding the option to enter the simulacrum from the orbiter arsenal

    Self explanatory, really - there is no reason why players should be forced to go through two loading screens to enter the testing area

     

     

        -Adding the option to change the simulacrum  area itself

    The simulacrum area, while looking nice - does not necessarily represent the many corridors and small halls that you will end up fighting your way through on most actual missions.

    Adding the option to change the simulacrum area would allow for far more detailed and appropriate testing of weapons and warframes - and it wouldnt even require the creation of new tiles! I would say that adding the option to use the captura tiles as areas for the simulacrum would be more than sufficient for more accurate combat simulations and observation of weapon behaviour.

     

     

    -Making it so that looking at blueprint previews also shows how many copies of the item you already have *crafted* instead of only showing how many copies of the blueprint you have, as well as showing how many blueprints for an already crafted item you own.

    What I wish for is in essence already implemented in the store: You see how many copies of the item you own from the basic overview and when clicking on the option to buy the blueprint you see how many of the blueprints you own.

    Unfortunately this isn’t the case for (e.g. chat linked) prime parts and blueprints outside of the market hud, which can make checking if you own a specific part when trading take inconveniently long since you have to actually check in the inventory.

     

    To elaborate: Linking something like the Trinity Prime Neuroptics does not show you how many Trinity Prime Neuroptic Blueprints you own and linking the blueprint itself is impossible.

        (visible example via kronen BP here: https://imgur.com/a/z6i5oB8 )

     

     

     

        -Experimental archwing controls on the plains/any other open archwing area

    Please oh god please - I am someone that utterly adores archwing controls with the experimental scheme but the controls on the plains make archwings feel so very very different and far more sluggish than I feel they should be (and are in space).

    Most relevant in this is the apparent inability to just stop after a boost compared to the ‘absolute control’ approach the experimental scheme offers in space.

     

        -More cosmetic slots (A/B/C/D+) for weapons and warframes?

     

    This would just be a blessing for anyone that has multiple fashion setups for their warframes and doesn’t want to have 5 copies of the same warframe that they then have to individually click through in order to find the one that looks like what they are looking for.

    These slots wouldn’t have to be unlimited, and I can definitely imagine this being a good spot to introduce platinum-purchased cosmetic slots (which,if anything, should be account-wide instead of warframe/weapon bound, please!)

    Having more than three slots would be easier to manage with the ability to rename them a la mod configuration

     

    ...talking about that

     

        -More mod configuration slots

     

    Same reason as above: Having more than 3 mod configurations is already possible but it would require you to own (and in this case even potato/forma!) multiple copies of the same warframe.

    Expanding this would be a tremendous quality of life improvement for everyone, even those not (yet) interested in fashion.

     

    Primary/Secondary holster positions

     

    The implementation of melee-like holster position and position adjustment for primary weapons and secondaries would be utterly amazing.

    Why? Fashionframe, thats why - its very common for weapons to just barely clip into syandanas or just stick out to an unnecessary degree when holstered - which often messes with fashion to the point of me making the weapons invisible when holstered (which is already a nice option to have!)

    But I still often miss the feeling of being able to actually see what I have equipped and believe that it would be a great addition from a cosmetic standpoint.

     

    Spoiler

    -Operator Cosmetics

            yep, this is something I want

    In all seriousness the only two areas that I believe desperately need attention are hair styles and… earrings - as you might be able to tell this isn’t exactly high on my priority list but most of the available hairstyles and seeing earrings hovering in front of the ears themselves is still jarring to look at and fashionframe includes operators, too!

     

     

    I myself am well aware of all the effort that would have to go into the process of creating and implementing any of these changes and I would like to once again emphasize that these are *not* demands but the hopes of a simple potato.

    For all I know DE already has most of these things in their sights and are just waiting for the opportunity to pull the trigger, or maybe they havent really considered some of them - there is no harm in giving feedback and I am very thankful for the fact that giving feedback and suggestions to DE actually feels worthwhile.

     

    I ask for feedback from anyone that reads this and hope that my sentiments are something shared by the community as a whole so as to offer a potentially helpful post to the development team.

     

    I would also just like to thank DE for having created this amazing masterpiece of a game that has not just offered me free enjoyment over the course of the last two years, but has also served as a platform through which I was able to meet dozens of amazing and loveable people, without whom my quality of life would be far lower today.

    So thank you, DE, not just for being a good and trustworthy company, but for being human.

  6. Update 23.0.1

    Using (and exiting) Titania's 4th ability appears to alter the attack speed of melee Zaws (normal melee weapons are not affected).

    There appears to be a pattern to this bugs influence on melee attack speed in that it seems to slow down zaws with high attack speed and speed up ones that have a low attack speed.

    The threshold is somewhere between 0.750 and 1.12 base attack speed.

    Only base attack speed is taken into consideration and individual zaw parts do not matter (The same zaw experienced slow down with different speeds (through mods): 1.12 (base); 1.62; 0.893)

    Any speed up or slow down can be reset by dying and reviving.

     

    giphy.gif

    (Fast Zaw being slowed down)

    giphy.gif

    (Slow Zaw being sped up)

  7. Update 22.20.9.2

    Can definitely confirm - For reproduction purposes: I was only able to reproduce this when my Hall of Mirrors duration was starting to run low (~12 seconds or less), could just be coincidence though

    I'll also add a gif for presentation (this one is only visual)

    giphy.gif

  8. Update 22.20.9.2

    This is definitely a bug as there are no restrictions on the focus pool / if they are they are far higher than any of this.

    I also experience this issue but it is only present on the 'school overview' screen, where the pool upgrade is in the middle. Trying to increase the pool while in an individual school's screen works perfectly fine (e.g. when upgrading while looking at Unairu).

    Log cutout from an upgrade failing in the overview screen:

    Spoiler

    74.334 Sys [Info]: Created /Lotus/Interface/Dialog.swf
    74.334 Script [Info]: Dialog::CreateMultiButtonDialog(description=Commit these Focus changes?

     

    270,039 for +10 , firstItem=/Menu/Confirm_Item_Yes, secondItem=/Menu/Confirm_Item_No, thirdItem=/Lotus/Language/Menu/Loadout_Cancel)
    75.120 Script [Info]: SendResult_MENU_SELECT()
    75.120 Script [Info]: Dialog::SendResult(4)
    75.318 Sys [Info]: Created /Lotus/Interface/Dialog.swf
    75.318 Script [Info]: Dialog::CreateOkCancel(description=/Lotus/Language/Menu/NavBar_QuickMatchPleaseWait, leftItem=nil, rightItem=nil)
    75.483 Sys [Warning]: HTTP/1.1 400 Bad Request
    75.483 Sys [Warning]: Server: Apache
    75.483 Sys [Warning]: Vary: Accept-Encoding
    75.483 Sys [Warning]: Content-Encoding: gzip
    75.483 Sys [Warning]: Content-Length: 369
    75.483 Sys [Warning]: Content-Type: text/html; charset=UTF-8
    75.483 Sys [Warning]: X-N: S
    75.483 Sys [Warning]: Date: Mon, 04 Jun 2018 22:18:14 GMT
    75.483 Sys [Warning]: Connection: close
    75.485 Sys [Error]: Focus operation failed! Body is:
    Update failed!array(3) {
      ["_id"]=>
      object(MongoDB\BSON\ObjectId)#5 (1) {
        ["oid"]=>
        string(24) "585f07893ade7fe937e4fab7"
      }
      ["Nonce"]=>
      int(835699916)
      ["FocusXP.AP_TACTIC"]=>
      array(1) {
        ["$gte"]=>
        float(270039)
      }
    }
    object(MongoDB\UpdateResult)#23 (2) {
      ["writeResult":"MongoDB\UpdateResult":private]=>
      object(MongoDB\Driver\WriteResult)#22 (9) {
        ["nInserted"]=>
        int(0)
        ["nMatched"]=>
        int(0)
        ["nModified"]=>
        int(0)
        ["nRemoved"]=>
        int(0)
        ["nUpserted"]=>
        int(0)
        ["upsertedIds"]=>
        array(0) {
        }
        ["writeErrors"]=>
        array(0) {
        }
        ["writeConcernError"]=>
        NULL
        ["writeConcern"]=>
        object(MongoDB\Driver\WriteConcern)#21 (0) {
        }
      }
      ["isAcknowledged":"MongoDB\UpdateResult":private]=>
      bool(true)
    }

    75.486 Sys [Info]: Created /Lotus/Interface/Dialog.swf
    75.486 Script [Info]: Dialog::CreateOk(description= 

    Could not increase  pool., leftItem=/Menu/Confirm_Item_Ok)
    76.615 Script [Info]: SendResult_MENU_SELECT()
    76.615 Script [Info]: Dialog::SendResult(4)

    Log cutout from a successful pool upgrade in a single school's screen:

    Spoiler

    106.670 Sys [Info]: Created /Lotus/Interface/Dialog.swf
    106.670 Script [Info]: Dialog::CreateMultiButtonDialog(description=Commit these Focus changes?

     

    23,597 for +1 

    , firstItem=/Menu/Confirm_Item_Yes, secondItem=/Menu/Confirm_Item_No, thirdItem=/Lotus/Language/Menu/Loadout_Cancel)
    107.590 Script [Info]: SendResult_MENU_SELECT()
    107.590 Script [Info]: Dialog::SendResult(4)
    107.784 Sys [Info]: Created /Lotus/Interface/Dialog.swf
    107.784 Script [Info]: Dialog::CreateOkCancel(description=/Lotus/Language/Menu/NavBar_QuickMatchPleaseWait, leftItem=nil, rightItem=nil)

    This appears to show that there was a connection error on the first attempt but the fact that one screen consistently fails to upgrade while the other does so with no problem makes me think that it is not just caused by the players connection/internet problems

     

     

  9. Update 22.20.07

    Can confirm that Unairu Bullet attractor allows you to damage yourself by shooting at it (while standing inside the bullet attractor area)

    Reproduction is shown well in these videos (Hit enemy with Unairu bullet attractor, stand inside bubble, shoot (enemy))

    This bug is present in the Simulacrum and in normal missions.

    This is NOT connected to the Sobek but to all hitscan weapons (unable to reproduce so far with projectiles) as the attacks appear to hit you while you stand inside the bubble.

  10. This is not necessarily a bug that influences gameplay even if mods are normally supposed to be unequipped - if it shows a negative capacity some mods are NOT active even when equipped and this is therefore not something you can exploit

  11. Update 22.17.3

    The Panthera augment "Disarming Purity" (adds +40% to disarm on secondary attacks) also affects the secondary attacks of sidearms.

    giphy.gif

    (This shows two enemies being disarmed by a) the default panthera secondary fire b) the Euphona secondary fire)

     

     

     

  12. Update 22.17.3

    Projectiles moved with navigator (potentially without it aswell, but this is difficult to confirm) can be stuck midair on the plains on multiplayer. This is client-side only (does not affect hosts) and the host reported that the glaive used for testing visually returned to me as you would normally expect it to. The projectile needs to travel a certain distance, presumably into an 'unloaded' area (~500+ meters away?) in order to be stuck. It is not possible to use glaives while they are affected by this issue as they are not able to return to the player

    Moving closer to where the projectile is currently suspended allows it to keep moving or to return to the player.

    When another player attempted to replicate this they reported that the glaive they were using automatically returned to them after traveling ~500m even with navigator active and energy remaining.

    giphy.gif

    (Bug as shown through the use of a glaive)

     

  13. Update 22.17.3

    It is possible for the camera to become detached from your warframe if you press ESC while loading into the plains from Cetus.

    This only appears to be possible as a client in a multiplayer session. Pressing ESC again resets the camera to normal. It is also possible to move the camera position by dying and respawning but this does not fix the detachment itself.

    (The connection appeared to be stable at around 17ms according to the in-game fps counter)

    peAmL20.jpg

    (The player character is the Ivara on the right - no remote observers or other camera tools were used)

     

     

     

  14. Update 22.17.0.1

    Interrupting the firing effect of the (Synoid) Gammacor appears to have a chance to cause a visual bug where the side beams are permanently visible and reset their targeted position whenever you stop firing.

    This bug stays active for the rest of the mission but is not visible when switching to other weapons, which also doesnt reset it. Nor does jumping down a hole/reset wall. Turning invisble also hides the beam for as long as invisibility is active

    Interruptions include but are presumably not limited to: Knockdowns, Bulletjumping.

    Not every source of knockdowns appears to be able to cause this bug - some Orokin orbs dont seem to cause it even with repeated attempts while others do it immediately.

    It can also affect NPCs using the Gammacor, such as New Loka Operatives.

    giphy.gif

    (This shows the bug itself)

    giphy.gif
    (This shows the bug being caused by a knockdown)

  15. Update 22.16.5.1

    Certain Orokin Deathcubes appear to be unable to knock you down. This appears to be exclusive to the Orokin Deathcubes placed upon platforms.

    giphy.gif

    This gif shows one of those cubes failing to knock down a warframe without any kind of knockdown resistance in multiple positions

     

     

  16. Version: 22.15.1

    Buzlok secondary fire can pass through certain objects when combined with navigator. These seem to be mostly 'in-tile' objects and walls or those connecting two tiles and it is therefore not possible to shoot into areas where no tiles are present (aka straight through a wall with nothing behind it).

    There was no punch-through on the used build and it appears to be present on almost all / all tilesets.(Tested on: Ceres, Jupiter, Corpus Snow, Lua, Grineer Galleon, Mars, Corpus ship)

    giphy.gif

    (Projectile moving through multiple doors, walls, floors and rocks on lua - note the projectile stopping as soon as it goes through a wall with nothing behind it)

    giphy.gif

    (Projectile moving in a straight line for visibility - the walls are clearly too thick for punch-through to be affecting anything)

  17. Version: 22.15.1

    If you change to another rifle once the Gara Noble Rifle Idle animation starts playing in the arsenal this happens: giphy.gif

    This does NOT happen when changing to any other primary weapon type (such as a bow)

     

     

  18. Update 22.12.2

    It is possible for some tornadoes from Zephyr's 4th ability to stay on the map permanently. These tornadoes do not move and cannot change their damage type, but still deal damage and can be boosted with her 2nd ability as well as having different visual effects.

    How-To: This seems to happen 100% of the time when your 4th ability is active normally and you die (by any means) and respawn instantly or near instantly after your death. (Either by quickly pressing enter/interact after dying or simply using the "hold X to respawn" function when downed)

    Warframe0239.jpg?width=827&height=466

    (an image of one of these tornadoes - note the absence of an ability timer on the bottom right)

     

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