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-ViperStrike-

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Posts posted by -ViperStrike-

  1. I wish to report Raijack ship name bug. When I use the original Skin, everything is cool.

     

    Spoiler

    1a.png


    But if I change it to my new "Sungen" one, nothing shows up (I believe it should be at the top or on the middle?)

     

    Spoiler

    2a.png


    When I look down the Sungem ship, there you have the ship's name floating at the very lower end of it.

     

    Spoiler

    3a.png


    I had ship naming problems from the very first day, not sure if its just me or other Tennos as well.
    I may suggest we should eventually have different fonts for purchasing.

  2. 16 minutes ago, NinjaZeku said:

    We can't modify the outside of our Orbiter, or even see it at all except for [a random one?] from a distance on Relays,
    so until that day comes, I'm not that eager to have a generic boring thing floating under my Railjack, TBH.

    This isn't about missions, it's when the two are connected via a big cable / tube while you're in your Orbiter.

    Exactly my point. When she's stationary, not on mission obviously.
    Ignoring the Orbiter this bad doesn't make sense and it can't be that hard.

    You guys remember the Orbiter animation that was never released? You can even see random Orbiter flying on Relay's backgrounds.
     

    Spoiler

    43qa8j5166xz.png?width=960&crop=smart&au


    Source:u/CoolSkeletonWithHat



    Is the problem with Liset connection on its front? Well, change it to the player's current landing craft.

  3. When I'm down here, I can see the mighty Railjack on a large tube connected to the Orbiter.

    1a.png

    When I'm up here on the mighty Railjack, I can't see the large tube and there is no Orbiter. (by going there from the orbiter on Esc or going down the Orbiter room)

    2a.png


    At this point I think the Orbiter should totally have the attention she deserves with a short animation showing her and a static figure of her on the background.

  4. I hope this is the right thread on the right place.

    Can we please have more control over the Dojo? I'm speechless with Railjack and I love to see Tennos from other clans showing up, when the mission ends.

    But My Dojo chat is constantly getting ravaged by the wrong/bad Tenno quite frequently. A little bit more control over the Dojo, "physically'' not just Dojo chat (beyond filtering specific key words) will be very appreciated. Blocking bad people from entering can work, but not perma Ban, just temporary ban the chat and alliance chat does for the nicknames.

    This fight, sadly, is for the bad Tenno to have too.

  5. Spoiler

     

    That's really one of the problems but as I tried to explain, you can spot the direction if you want the hangar door facing to the void. The problem is if you want the hangar door looking to the left or to the right of your dojo.... because BOTH exits looks identical. There is no way I'm aware of to spot left from right. You gotta test it. It is really not organic at all.

  6. Just wanted to leave this for the search engine sake. This is not a full guide, just my thoughts I want to share to prevent you taking days to figure it out. If someone else did it already I think this post can still be useful for people trying to make the dojo map looking cool.

    People worried about map design may find some trouble with Railjack's drydock. The new gigantic, gargantuan, bloated enormous room. In theory, it seems it consumes two floors space on its zone (I might be wrong) 1 above it and 1 bellow it. We don't have the best building manager around and a annoying warning ''insufficient space'' may persist if you're not aware of it.

    1- TEST it before you make it definitive
    You can place stuff at the end of everything (corridors, rooms etc) and you can cancel it right after. You can't cancel it if donations have been fully injected. Your next cancel chance will only show up after that thing is done.

    Meaning you can do some fearless testing, because the hangar got 3 doors on its sides and back. The hangar ship door may be facing to places you don't really want. I could mention why, but I understand the game's engine limitations. If you want to know how you can spot it anyway, you gotta use the mini-micro-small preview. But it is hard to spot.

    The back door - that guarantees the ship door is facing the opposite direction -  has a different crazy form. It doesn't look like a wrench like the others but like an "S". So here's a hint:
     

    Spoiler

    Sem-t-tuloabacada.png


    2- Remember
    According to my testing, you don't need new floors to create it. But if you have multiple floors, the zone area under the drydock level needs to be 100% clean. Any little thing under the drydock will create a conflict when placing the dock above it (you have to guess/remember) so check your levels.

    If you can't get rid of conflicts down there, it is time to spam corridors and junctions to extend the dock away from all that. But I don't recommend it, such reckless design.

    But I have seen it working so don't worry, your horizontal and vertical building space seems to be endless so no boundary limitations or stuff like that. I haven't seen if things up level needs to be clean, but it probably is, so be aware of that too.


    3- Predict (and think twice) before placing it
    If you're new or old into this, you better think ahead and create everything carefully if you don't want be puzzled out of your design. Failure to plan ahead and maintain organization will eventually force you to do unnecessary sacrifices. Not just with Railjack's but anything else coming after. Leaving consistent spaces after rooms you've created is very wise. Avoid to connect rooms with other rooms without short corridors, specially if they're middle point. Consider them some sort of ''blast door'' on Sci-fi stories. You don't always need them, but is just for good measure.

    Here an example of why I couldn't place my Drydock anywhere, only on the last floor (the fifth floor) behind the main elevator. Because big-wisp rooms were placed down many months before. Obstacle courses were the worst blockers. I had no clue it would be so problematic this last Saturday, because I created these around January '19.

    On such case It was easier for me to circle around behind things, than extending to its sides. So you can do the same.
     

    Spoiler

    Sem-t-tuloaba.png

    Spoiler

    Sem-t-tuloalcadab.png

    Thank you for your time, thank you search engine, thank you for your patience and good luck on your endeavor 😘

    • Like 1
  7. I finally managed to fit that thing behind some area free of things under and above ground. Toke us 4 corridors, few hundred platinum and some nice formas.

    Gosh it would have helped a lot if a manager could do a pre programing or something preemptive.

    Having to go there physically to create corridors and measure it by thought is really archaic.

    Sem-t-tuloabacada.png

    Just remember that the area circled on red on that shot is where you can ''spot'' where exactly is the hangar pointing at, if you want some map design.

  8. 6 hours ago, Ikusias said:

    Iam still very partial to the previous orbiter, I rather liked the smaller spaces and the sensation of bording a combat craft and not a luxury liner

    The old orbiter had more Tenno design into it. I guess we'll have future skins maybe

    I think the window is just there so you can see Railjack floating above the orbiter in the future,.

  9. The sun is also on the right while the shadows are being cast to the left is kinda weird.
    Also, have people noticed we got two suns (maybe the void fissure) brighter than the sun but you don't see that on earth, nor anywhere else.

    Sem-t-tulo324.png

  10. Is there any way to cover the new glass ceiling from the orbiter that I'm not aware of?
    Maybe a switch somewhere?
    I don't need light ruining my infested night-club-home. My Vaska also doesn't like it.
    Specially now that the interior looks like industrial kuva plant instead.

    • Like 4
  11. 2 minutes ago, dbugz said:

    I'm currently trying to see if I could build the dry dock a few (2, 3, 4, maybe 5) floors (elevator connected to hallway leading to another elevator connected to hallway leading...etc) above my observatory. Just waiting to destroy one stupid room accidentally built on a floor above the observatory.

    Hopefully this will give an idea on how large the dry dock is, vertically.

    I was here guessing 3 floors in length. But if you create it away from things there is no limitation, so don't worry (there's no invisible boundary or something) the problem is to circumvent your previous rooms, not just the floors down or up. Once you place the dock, new rooms around that range in the future will be compromised so I recommend thinking a bit ahead.

  12. Spoiler

     

    I wanted to share pain-in-the-arse. My dojo have been distributed carefully through 5 floors. Navigation is on the last.

    Dry dock just won't fit anywhere, no matter how long I tried to extend it. Not even on saved spaces from months ago.

    Even my level map is following patterns I would like to keep. So my final solution is so nasty I'm still working on it.

    To accommodate that thing I will have to circle the elevator's back on the last floor, it is the only ''zone'' free of rooms down or up.

    How I will point the hangar door on the direction I want, remains to be seem. It is kinda hard to spot directions on preview.

    Which is useless by the way. Like trying to spot if a Loki statue is giving you his back. More likely guessing.

    The devs probably never thought some of us would overdo it even though we got contests giving prizes for people that do that, like my poor self

    Sem-t-tuloaba.png

  13. Is this dry dock room costing three levels? Is it two? I feel like things down the level are interfering with it, hence why some of you had to create 3 long extensions.

    Why it doesn't say anything on the editor? It is kinda insufficient so I have to guess. It shouldn't be about guessing... it should show you a little bit more clearly. Not just ''not enough room''. But explicitly saying what's the conflict.

    No way I'm expending more 1k plats to force the speed of something I don't even know if it is going to work.

  14. I used a single Wolf Beacon item on Sedna: Hydron at the second horde to help one of my clan mates but Wolf never came in. I lost 50 Nora credits because of that so this is an item with no room for bugs or any other ''reason'' to not work properly. I also used Grustrag Three's Beacon (for these crazy Brakk parts) on the same map after the first wave some time ago, they never boarded the map neither. I've seen people using Stalker's and that also happened to me. 3 out of 5 beacons used are really bound to work, maybe 4 out of 5. Bear in mind that we followed the rules of 1 beacon per mission and we also usually wait a few seconds before using it, sometimes we wait 2 hordes, but that remains with no solution to be really worthy. .

    We're so afraid to use beacons because of such instability, and by their own prices that we're no longer risking it anymore and finding other means. Like farming the platinum somehow and then buying from other Tennos. May not look like much for some, but Nora credits are very limited for some Tennos at the moment. Ducats are not a problem really, but Baroo doesn't bring Beacons every week so it still don't look right.

    There is no way to know if any beacon will conflict with syndicate's next incoming wave (some very old mechanic that needs more attention to keep up with new stuff) and I suppose this may be one of the causes. Right after using Wolf's beacon, and having no response, Suda showed up a minute later - even though the Wolf was the first one to be called it was probably a conflict we had no idea it was about to happen.

    Nope, we already have to deal with the chances of drops, I'm not taking the chances of a beacon to work after buying it with Nora's or Ducats. If yes then this is quite an exaggeration.

    There you go :C

  15. What happens to the people of Cetus and Fortuna if we collectively fail at these events? We were organizing to farm at Plague Star, suddenly the ghouls popped in. I noticed I never saw Orb Vallis stability so low before but we're too busy at the other stuff, I don't know if these are player perspective or community real time bar. So anyway, If we don't defeat Balor or Razor we lose relays, but what about the other player hubs?

  16. I was about to write something for Equinox then I saw this topic.The idea deserves endorsements but I need to go further on another forum section (warframes in this case) instead of just art.

    Equinox case in appearances can get awkward. If you're using something that fits the composite-form chest, it can look weird on the other forms specially with the Night-aspect. If you guys didn't noticed, most chest pieces feels too large for the night-aspect. I don't think these things could even be really corrected to match her curious slim shape. My best example out of many, Arca's. But even others like Gazal and Embolist Growth didn't fit. But you can't remove it just in hers.

    a.png

    Another curious thing is coloring. If it matches with one form it may look out of place (or truly disastrous) with another form. Makes sense if you think, but I still believe you should choose it instead.

    b.png

    Then I thought about it for a minute. I like the idea of toggling/switching the base form to any of your liking, but alone it wouldn't suffice. You will still see and use the other forms. If I could be heard, I would scream "please give us independent appearances editing for each form!" with the Metamorphosis option in the arsenal. We could edit each form independently (or just one, the main form of your choice) It would only incentivize people having more decor, it is all for the sacred fashion-frame sake.

    I really wish DE could make more use of the awesome triple beauty she has, not just for the fighting!

  17. My idea will never ''add more buttons''. Also, choosing the mode on the wheel again to deactivate it makes sense. Currently, if you choose it again while flying, you respawn it without any use apparently. Also, holding the action button doesn't add any button neither. If you wish to land melee to actually use melee or just so you can switch again to primary, E would remain as an option for you.

  18. I just noticed that after Melee phase 1 update, Excalibur's Exalted Blade never retracts after pressing fire for the primary gun. If you press the melee button again to resume using the Exalted Blade, your equipped melee weapon will be at hand instead. During all that the Blade it is consuming your energy until you push the key to finish it, because I couldn't find a way to resume it. After the 2.9 update I guess Excalibur and Umbra should either deactivate the Exalted Blade once you swap to the primary or you should be able to resume it back if pressing melee. I don't know if this is just on my end for whatever reason so if anyone could test it out it would be great to add here. Maybe they can see our feed and reply to it and maybe even fix it.

    Also I keep saying that I think we should be able to exit Archwing mode on the plains or on the Vallis with something I'm calling precision landing. Landing by horizontal slides or ground slam after Melee 2.9 now forces you to swap back to your primary (if you're not going to use it) so why not add a super shortcut? I think it would be nice to have an option to land without using melee or any attack. Maybe holding the action button or choosing it again to exit on the consumable wheel.

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