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Syrtica

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Posts posted by Syrtica

  1. Ditto, also got 15/25 with compliant loadout and all modifiers. Haven't tried again.

    Sequence of events in my case:

    1. Joined my brother's session via invite; we ran with just the two of us.
    2. Chose a frame and weapons from the list. Activated all modifiers.
    3. Completed Exterminate; received Blue Archon Shard.
    4. I died repeatedly in Alchemy. I abandoned via the prompt on the death screen, which removed me from my brother's party. He aborted the mission separately.
    5. Returned to orbiter. Swapped my melee to another valid option, added archon shards to my Warframe, swapped my subsumed ability.
    6. Joined my brother's session via invite. Returned to Sanctum Anatomica.
    7. Re-entered Deep Archimedea. Loadout was still valid and all modifiers were still checked.
    8. Completed Exterminate; received nothing (which is correct, since I'd gotten the one Archon Shard from the failed run).
    9. Completed Alchemy; received a Tauforged Crimson Archon Shard (so I must have been at 10 points here).
    10. Completed Disruption; received 3x Entrati Lanthorns (which tracks with it showing 15 points when I was done, though I should have had more than that).

    I recorded both runs. I'll upload the videos later and edit them in to this post.

     

  2. 4 hours ago, [DE]Pablo said:

    Then checks if the enemy is being rendered, which works for any enemies on screen, so if you see even their pinky toe, they are considered visible. Then for enemies behind you instead of one raycast it does three, one to the top, another to the center and finally to the feet and if any of them are successful, then we determine it is visible, this means false blocks are much less likely.

    Sorry if I'm not understanding this right, but will this create a difference in LoS ability performance based on client settings? For example, in dense enemy crowds, would someone with max FoV hit more enemies than someone with min FoV (due to the relative sensitivity of rendered vs raycast)?

    EDIT: nvm, been reading posts coming in and it looks like client settings do affect things, in addition to the Warframe itself blocking LoS.

    • Like 2
  3. On 2024-03-28 at 9:13 AM, Famecans said:

    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.

    The OP doesn't seem to be suggesting there's any kind of problem with the bloodshed sigil. They're saying that the whole-body effect of the sigil is pretty awesome and that it would be fun to have new patterns to play with. To trim things down a bit:

    On 2024-03-14 at 8:22 PM, CrownOfShadows said:

    I think it's a massively untapped tool in our cosmetic arsenal. Imagine all the other variations you could make of this. Tiger and zebra stripes, spots, military camo varieties, you could even have gradients so that the feet and head have more or the inverse, do other in-game things similar to bloodshed like picking up energy orbs, etc etc. The Bloodshed is a particularly messy look but other varieties wouldn't necessarily be so.

    […]

    Basically it's a fantastic tool in my fashion framing and I'd LOVE to have another dozen like it. I think this is the most potent use of sigils when it comes to the front and back (and because there are two slots - front and rear - you can even combine bloodshed with a more standard sigil if you want).

     

    • Like 1
  4. 1 hour ago, Hexerin said:

    They just need to make it work like Citrine's Prismatic Gem. If the player is inside the radius, then their kills count towards the objective.

    This would remove a lot of the frustration for me, personally.

    It doesn't help that the kill zone is often centered on one end of a huge room with long sight lines. There's one or two tiles where I feel like you could stand up the security apparatus' butthole and still easily kill enemies out of range.

    I've seen suggestions elsewhere to make the red circle visible on the ground or have some kind of indicator on enemies in range. If nothing else, either of those options would at least clear up at a glance whether an enemy's "in" or "out".

    • Like 2
  5. 22 hours ago, Turboameeba said:

    used to feed Helminth by pressing ESC, and then confirming from the pop-up

    This is exactly how I've been doing it, too. Before this update, I couldn't have told you where the actual Back button was on the interface, because I never used it. If I hadn't read the forums ahead of time (including at least one early bug report) I would've been really thrown off. It also feels a lot less friendly to have to mouse all the way down to that corner when I could just hit a key before.

    6 hours ago, Debatra said:

    there should at least be a confirmation before just leaving

    100%. My muscle memory is still hitting ESC, so after carefully paging through and choosing what I want to feed Helminth, I hit ESC from habit and lose it all. And then there's a lot of swearing, lol.

    • Like 3
  6. My brother and I both managed to mercy the same guy, and afterward my brother was in (what he described as) "weird mercy purgatory." He was unable to perform finishers, but he could mercy any enemy without doing damage. He was host, and I was client. The mercy that started the incident is at 1:05 (starting timestamp in the linked video). You can see his "purgatory" starting around 1:50, but the funniest one starts around 2:20. He was able to successfully mercy another thrall at 3:30, which fixed the issue.

     

  7. 4 hours ago, pook-pook said:

    Yep, I've been seeing this too. Frequently there's no enemies even *after* you capture the target, except in maybe one tile.

    I've noticed that the lack of enemies can correlate with a completely busted mission waypoint marker...

    Had this exact thing happen to me today, busted waypoint marker and all.

     

  8. 7 hours ago, Domaik said:

    If you do while it's playing the "death red explosion" animation or the marker hasn't dissapeared yet it will do the same and glitch. the larvling will become inmune to all damage and no mercy will be possible but in this case when you leave or finish mission it will count and create a new lich.

    Also happens with Magus Lockdown.

     

  9. 1. If you kill a Kuva Larvaling in a mission and the created Lich is set to control the node you're currently in, the Lich will steal your stuff before 'rising'.

    2. Unfortunately I didn't get video before this point, but I had a thrall show up inside a wall:

     

  10. Some of the mission types on lich-controlled nodes are wrong.

    Zeipel (Lua) lich mission was listed as an exterminate, but the actual mission type was rescue.

    Terminus (Mercury) was listed as a crossfire sabotage, but the only faction present is Grineer.

    Video for Zeipel:

     

  11. 22 hours ago, [DE]Tweep said:

    I am unable to reproduce this on my end. If you are still encountering this bug, please provide additional details, such as reproduction steps, what was happening before the issue started, possibly your build and settings. What kind of squad you were in (solo, host, client) In addition, videos and/or pictures would be greatly appreciated. 

    An older topic referring to the same location. This is the same video I posted in that thread, but at an earlier timestamp to show the drone's start point:

     

  12. Had the same experience in today's sortie. We screwed around a bit before aborting (including discovering the same thing you did about accepting bounties out there, lol). When we restarted, we got the same path and had to abort a second time. Finally got a different destination on the third try so we could complete it.

     

  13. I haven't logged in for a few weeks, so this evening was my first go at the Nightwave Intermission tasks. I completed everything for today/this week and didn't see any recovered tasks, so I relaunched the game. After logging back in, I pulled up Nightwave and there were three recovered tasks: Cache Hunter, Not a Warning Shot, and Venus Fisher. However all three are already showing as completed, even though I haven't touched them.

    p5GTBE4.jpg

    500 kills are feasible to have done by accident, but I'd neither done sabotage caches nor been to orb vallis since well before Intermission started. I went to orb vallis and caught six rare servofish on the off chance it would change something, but nada. I'm not sure whether other previous tasks should be appearing (since I've done none of them) but I don't have any additional recovered tasks after another exit/relog.

    Total standing looks like it's my actual total and doesn't include the recovered tasks-- I did an additional daily before the day rolled over, so that plus this week's tasks comes out to 52k if I did the math right. Locks me out of standing from last week's tasks unless this fixes itself though.

  14. 6 hours ago, (PS4)Schobii564 said:

    How does finding your phone number help them whatsoever when they also need your physical phone then?

    I think SMS 2FA is considered insecure (compared to other multi-factor auth methods). The two weaknesses I'm aware of are 1) having enough info on the account holder to convince the provider to move the phone number to a new device, and 2) SS7 vulnerabilities. Either one would allow someone to get an SMS 2FA code without actually having your device. If you google "intercepting sms 2fa verification codes", there are a ton of articles.

    Doesn't mean I'm agreeing with the idea that SMS 2FA is worse than no 2FA; it's definitely better than nothing.

  15. 12 hours ago, [DE]Whirrrrr said:

    Thanks for your reports, we're currently investigating. In the meantime any other info, video and/or screenshots might help track down the cause. Apparently dying and reviving 'fixes' it, but as yet this is unconfirmed.

    I recorded an run where it happened. There were two of us; I was not host. I hit the nullifier bubble around 27:00, hit an ability while inside (which was correctly denied), then couldn't use abilities after that point. Finally got killed around 43:30 and revived myself, after which I could use abilities again.

     

    • Like 1
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