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(PSN)Chalryn

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Posts posted by (PSN)Chalryn

  1. Well I logged on sometime early this morning and it appears DE hotfixed it so that yesterday's Mow Them Down challenge has been replaced with 20 aim glide kills instead. After that change, I had no problem completing the older Mow Them Down and the new aim glide kills task, so I guess the duplicate really was the problem? *shrug* I didn't notice any standing upon completion of them, though, so maybe I really did get it when I completed the duplicates previously and I just didn't notice? Anyhow, even if the standing bugged, I guess there's always these emissary missions to fix that. Just hopefully DE can avoid a repeat of this in the future.

  2. Glad to see I'm not the only one having this issue. But for further details for DE: The counter reset is seemingly random; I've had it reset multiple times within the same mission (not always at the same number, from what I can tell, although the example below is around 130 kills), but consistently upon returning to my orbiter, even after successful completion in-mission. (Standing is not allotted upon completion either. I've had issues with the UI simply not updating in the past, but this is legitimately not clearing the task upon completion.) Progress also does not carry over between missions, as a result of resetting upon return to orbiter.

    I grabbed ~15 minutes of gameplay (all in the same mission) showing the resets, in case it helps in diagnosing at all.

    Spoiler

     

    Successful 130/150 @ 2:10.
    Reset to 1/150 @ 2:30.
    Successful 130/150 @ 6:50.
    Reset to 1/150 @ 7:50.
    Successful 130/150 @ 11:30.
    Successful 140/150 @ 11:40.
    Successful 150/150 @ 12:00.
    Reset on Orbiter @ 13:50.

    For the record, while the video above is played solo (Friends Only, specifically), the problems exist while playing Public as well.
    I'm guessing it's related to the doubled NW task, since I was able to complete the 25 scans daily task. (May or may not have reset upon return to orbiter before I completed it, though. Can't recall for certain, but it successfully cleared after I completed it within one mission.) My weeklies aren't giving me any issues either.

  3. I addressed the issue of kill count pearls in another thread, so I won't repeat that, but I wanted to mention mods, since it was mentioned on the latest Prime Time.

    On one hand, I understand the intention for the game mode to have all participants on a level playing field. However, honestly, the mods that do work don't really give a massive advantage over other players -- they're mostly mobility-related. (Sure, maybe Rifle Amp could be patched out, since that directly makes it easier to kill soak the enemies.) Personally, I actually found it quite fun trying out different mods and seeing what worked, just trying to find that slight edge for farming the final mission, and I think it's safe to say that mentality also applies to most other Warframe players throughout the game as a whole, no? Plus, personally, I rarely even use most of the Exilus mods, but after using some of them for Dog Days, I may actually reconsider a few in some builds/game modes. It served as a sort of showcase for them, which is especially timely since The Jovian Concord brought us all sorts of new Exilus mod sets to play around with.

    As long as DE can change the kill-reward pearls to be more team-friendly, I don't think allowing a slight edge in the game mode is particularly a problem. It is a cooperative game mode, after all, and a pretty heavy farm at that. Allowing the team to do something other than just "git gud" is another fun aspect of it and helps to alleviate the farm burnout.

  4. On 2019-08-07 at 10:53 PM, AreeSoothsayer said:

    I have lost count of how many kills I almost had when someone else zips through and takes the final hit.

    This. So much. I, too, have taken to just playing solo as a result of this. I understand it as an incentive for players to be more active and to also lessen the grind, but at the same time, it makes the game mode kind of competitive among players who are supposed to be on the same team. (I'm not saying people are intentionally stealing kills, although I'm sure there are some out there who are.)

    As Keyhound said above, given that enemies don't have that much health to begin with, I think just recording a hit as a contribution should reward any players involved in the kill with a pearl. It's a much more team-friendly option than pitting teammates against each other and rewarding kill steals, intentional or otherwise.

  5. Most of the vanilla frames' colors can be found in the Tenno palette. They're not all a 100% match (perhaps some are the original colors, which have since been updated?), but they're close enough. From top to bottom:

    Ash, Banshee, Ember, Excalibur, Frost, Loki*, Mag, Nekros, Nova, Nyx, Oberon, Rhino, Saryn, Trinity, Valkyr, Vauban, Volt**, Zephyr
    (Left to right, on the palette: Primary, secondary, tertiary, accents, energy)

    * = Seems like an overall lighter palette, but generally matches.
    ** = Much darker primary and red energy, but the rest seems to match.

  6. I was playing around with Captura recently -- in particular, the black-and-white filters -- and I had an idea: individual color channel control. Specifically, what I had in mind at the time was using a grayscale color filter, but allowing the energy color for frames/sentinels/weapons to remain visible. It's a great sort of contrast I've always had a thing for, and I'm sure some others would like it as well. If it's possible, though, why not just add a checklist for color channels with on/off switches, allowing us to highlight whichever colors we'd like to keep? I imagine the background would have to be controlled as a single overall color channel (perhaps default vs. grayscale vs. single color fill of choice?), but just being able to toggle visibility of primary, secondary, tertiary, accents, and energy channels would be nice.

    Would this be plausible? Would anyone else be interested in this sort of feature in Captura?

  7. I, too, would love to see a map of this scale with the kind of greenery you see elsewhere on Earth now. I'm not sure it would be appropriate to simply edit the Plains of Eidolon, though.

    I don't want to hate on the current Plains, especially given how experimental in nature it is for DE, but I must admit I felt a bit disappointed in the overall appearance of the plains. Granted, yes, it's just that -- plains, so if it's a bit bland with a little vegetation and water here and there, that seems about right for that type of environment. But this came not too long after the Earth remaster, so for an Earth-based map, it felt a little underwhelming. It's kind of a big part of what sets Earth apart from the other planets/moons/etc, you know? Even now, I can't help but feel a bit bored with the sort of brown drab color palette of the plains (even in broad daylight, which itself never really seems quite as vibrant as one would expect).

    Given that Earth already has the Plains of Eidolon now and DE is working on Venus' open-world map, I doubt Earth will get another so soon, but if any devs see this, a lush green landscape would be amazing to see sometime in the future of open-world maps.

  8. This has been bugging me for a while now, so I figure I'll just ask about it. Is there any particular reason why some frames' default armor pieces are/aren't available on their Prime variants? In particular, it bothered me when I saw that Oberon Prime doesn't have access to vanilla Oberon's "shoulder horns." For comparison, however, I saw that Volt Prime has access to both his own arm armor pieces and standard Volt's. Is there a problem with rendering some of them or something? Seems like a simple option to have, but I could be wrong. Would just be nice to be able to retain their standard armor pieces in the event that you'd like to use their standard skin (or just prefer their standard armor).

  9. I don't even know where to start with this one... *facepalm* ...But I guess I'll start with a video containing the moment things went wrong:

    To save devs time, skip to about 13:17 for the end of the mission. Things went crazy once I tried to revive at that moment.

    I was just running Mot with a group and just as we were wrapping things up... Actually, looking back, the problem may have been that I was reviving at the same time that the countdown had finished. Anyway, I went down as a couple of squadmates waited at extraction. Upon trying to revive, the mission ended, and that's fine and all, but... the results screen was blank for me. It remained this way after the transition to the loading screen as well, and upon returning to my Liset, the game displayed the results for my previous(?) mission instead. Not only that, but it displayed my previous loadout (I changed secondary and melee before this mission) and it was all unranked, with only bonus affinity being displayed in the mission results. The drops, the squad... it was all from my previous mission rather than the one I just completed. (Note: these results were not doubled as a result or anything. It simply displayed them again, as if the mission I just completed never happened.)

    Figures this had to happen now, when I finally got an Axi O1 relic (or would have; 20min reward @ 8:32 in video). Any chance anyone from DE wants to be nice and send me one?:sadcry:...Not holding my breath. Back to farming, I suppose... Anyway, I tried exiting the game and reloading and I still didn't have any affinity, drops, etc. from the mission I just completed, so the game really seems to think that it just never happened. (For me at least. I imagine the others in the squad got everything just fine. -_-) Long story short: something seems to go wrong if you revive around the same time an extraction countdown finishes. Hope the video and explanation helps to figure out whatever it is.

  10. This is a very strange bug I came across recently, and a somewhat inconsistent one at that. (It doesn't happen 100% of the time, but repeated attempts do yield results.) I noticed that changing colors on a melee weapon (confirmed: only melee, any weapon) sometimes causes the weapon stats to display incorrectly upon backing out to the main Arsenal menu. Specifically, I realized, it appears to display your weapon's stats with all mods applied at 200% of their normal values. (For example, rather than a +60% Heat damage bonus, it's displaying a +120% Heat damage bonus.) As far as I can tell, the stats aren't actually changing to match, but then again, the stat display seems to reset to its correct values as soon as you leave the Arsenal screen (also if switching preset tabs), so who knows. There's no real consistency to what causes this to happen, but it's definitely when changing colors (any preset, any part, any color) on a melee weapon. Here's a video of it happening in real time, if it helps to figure anything out:

     

    Test results:
    - Equipped mods' effects (both positive and negative) displayed at doubled value; reset upon exiting Arsenal screen
    - DOES affect: Warframe melee weapons
    - DOES affect: Archwing melee weapons
    - DOES NOT affect: anything else
    - Occurs with any Warframe, in any loadout slot
    - Occurs in any color preset tab (switching tabs and leaving color change screen resets stat display)

    That's about as many details as I could gather for it. It's nothing too major, although that huge damage increase did get my hopes up. xD Hope this analysis helps in figuring out what's up.

  11. I can confirm similar problems on PS4. I've had a couple of variations of this bug, though the most common is that I'll be stuck in melee attack mode. Can't use secondary while bleeding out and if I'm revived by a teammate, I'm not able to switch out of melee. If I remember correctly, a self-revive will fix it, though.

    I once had a hilarious version of this that got me stuck in Hysteria attack mode without the energy drain (although I think the invulnerability was absent). Wouldn't mind that happening more often. =p

  12. Looks like the new(?) Mastery Rank level up screen got pulled up at the wrong place and time.

    Upon completion of a Mastery Rank test now, rather than just kneeling and having the usual mission success screen (like the one shown underneath in your screenshot), your frame is shown kneeling on the left side of the screen while that "ribbon" spans the right side of the screen with your MR level up information. (Hence the "Title" and "RankName," etc.)

  13. q15iJ4a.jpg

    Sure, let's give it a shot. Had another similar idea, but this one just came out looking so much nicer.

    Ideally, I would've liked to have blacked out the entire background, but there was that control panel and, for some reason, the doors don't seem to be affected by scene light quite the same as other background objects, so it's kind of "glowing" there... But that aside, I quite like how it came out. Captura Mode complements the PS4's custom theme option quite well. :D

  14. Yeah, stuff like that could be cool, too. (Like my initial example of Octavia and Mirage.) Not to mention it'd be a great form of player interaction mid-mission. That's actually more what I was leaning toward, but even "exclusive auras" like my second post could be neat. Either or both.

  15. Yeah, that was part of my concern about redundancy... Although, really, this idea could probably even work just as an alternate type of aura mod. Although that could have some drawbacks as well...

    To distinguish a difference from what I'm talking about, though: aura mods are great and all, giving a little boost to your whole team from each member of the squad. This idea I'm thinking of, however, is... a little more selfish, I guess? Depends on how you'd go about making the bonuses function (i.e. self vs teammate vs team). While auras are more of a general purpose benefit for your whole team, my idea with this "team synergy" thing is to be a little more specific and give incentive to use certain combinations of Warframes in a team.

    For example, let's take Frost. He's typically a staple in defense-oriented missions, thanks to his Snow Globe, right? So, often times, you're bound to get at least one Frost in a squad for a Defense/Mobile Defense/Excavation mission. You may even bring along a Trinity to help keep Frost standing, to keep his Snow Globe(s) recast whenever needed (and help with crowd control and such). Let's go with my earlier example and say let's team up Frost and Ember, using one of these "synergy" bonuses. This particular team is basically a tank class and a DPS class, more or less, no? Frost helps defend things (albeit not necessarily drawing aggro like a true "tank" would) whereas Ember just wants to watch the world burn. So how about a synergy bonus if these two team up that grants, let's say... additional elemental damage to Frost and additional elemental resistance to Ember. This would help Frost to be more offensive if he wanted to tag along with Ember for an Exterminate/Assassination/other offense-oriented mission, and/or make Ember a little sturdier if she wanted to assist Frost with Defense/Mobile Defense/Excavation, etc. Likewise, Frost would be more adept at offense while he's defending things and Ember would have increased survivability while setting entire maps ablaze.

    That's only one example, and one that obviously aims to help compensate for weaknesses, but that doesn't necessarily need to be a common pattern in all of these bonuses. Just a little something to encourage the use of certain team combinations, rather than simply "bring Frost for Defense" or "bring Trinity for Survival," etc. (Granted, I'm not saying that choices are that limited. Just using common examples. Lord knows we have plenty of efficient options for each mission type.) My biggest concern with this idea, personally, is just that it might encourage certain combinations too much, so that everyone winds up just bringing the same groups to every appropriate mission type. I would hope that enough options for such bonuses could eventually be created to keep things diverse but still adding that little incentive to plan out your squad more. Maybe even incentivise players to bring along a frame they normally wouldn't for a particular mission type, depending on what kinds of bonuses could come out of this idea.

  16. I'm not really active around the forum (yet?), so I hope I'm not intruding here or anything, but I've recently had this idea floating around in my head, which I think could potentially be a fun mechanic to introduce to the game (perhaps for both players and developers), so I thought I'd put it out there and see what others think of it. Granted, it's not really a fully fleshed-out concept, but it's a start...

    The main inspiration for this idea was the existence of both Oberon and Titania as available frames in the game. I was thinking, "Hey, there should be something special about playing both of these frames together in a squad." A passive? Maybe, but I think a mod, similar to augment mods, would probably work out better. (Maybe even a new mod slot just for them, like for auras and Exilus mods, since these would be very circumstantial.) This idea quickly led me toward the un-vaulted Prime Access duo a while ago -- Frost and Ember -- as another pair of frames that could potentially have a nifty bonus if playing together. I haven't thought of anything specific for either of those pairs, so I recently thought of a good example, partly for laughs: Mirage and Octavia. The example here pertains specifically to Mirage and her Prism ability: while Prism is active, nearby Octavia players' music would be amplified and the range of its buffs/debuffs increased. (RAVE!)  Of course, it would be preferable for both frames to benefit from a bonus like this, so perhaps... Prism gains a duration bonus while Octavia (or her roller) is nearby and playing music? Or maybe that could be split into two bonuses/mods -- one for each frame. (Again, not the most well-put-together idea, so such details are up in the air.) The potential of this concept could go beyond just pairs, though, up to a full squad -- maybe of all the same frame or a handful of specific ones. (Ember + Frost + Volt + Saryn = elemental damage/proc/resistance buff for the whole squad?) More frames'/players' involvement would make it more difficult to program, I imagine, so let's just call that a more advanced future development of the concept.

    That's the gist of it, though: special bonuses for specific frames teaming up. Nothing too crazy, of course. If handled well, I think this kind of thing could help to promote... well, variety in frames used in general, albeit perhaps not as much variety in squad compositions? This largely depends on how much variety would be available in these bonuses/mods. (i.e. How many bonuses can a player choose from for any given frame?) Additionally, because they would be squad-based bonuses, perhaps tying them into the Clan system (i.e. unlocked via research @ dojo) would be a proper way of encouraging team coordination. I was also thinking that perhaps a solo version of these might be an appropriate extension, to both support solo players and simply help out when public matchmaking isn't working in your favor, but that may seem somewhat redundant... It would probably be necessary, though, just to balance things out, so pre-formed squads aren't getting an unfair advantage over public parties. (Or maybe that wouldn't be a big deal? You tell me.)

    Does this seem like a good/bad idea? Feasible, even? If you like the idea, at least, but think of something to improve upon it, by all means, share.

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