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No5feratu

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Posts posted by No5feratu

  1. Thank you, I did the same. But it doesn't look intentional, with virmink in place you can't move pobber anymore, he's stuck inside virmink's model. 

    I still hope there's a way to ignore it and create chimeras without all this dancing around. 

  2. Is it possible to remove collision from floofs? I want to create a cavalry of pobbers proudly riding verminks into battle, but now they just awkwardly float above them. 

    Or am I missing some feature that allows me to ignore it? Free placing doesn't seems to work. 

  3. I mean that Prime variants are built using Orokin tech without a person inside, just an infestation, but probably with memories or rather personality traits of some real warrior. 

    Regular frames are an imitation, produced without materials or technologies needed for a prime, yet with the same traits as originals, provided by Helminth. 

    And yes, Primes are originals, used in battles, while Umbrals are previous unsuccessful experiment.

  4. Happens to me too, usually if I extract a pobber before others can hide. So for a script it looks like there're no tranqued animals on the map and all of them escaped. 

  5. I like the idea of additional objectives during missions. I remember a game Section 8: Prejudice, multiplayer was basically a interception mission on a giant map, but too keep things fresh there was a number of randomly appearing objectives that can give different bonuses. A convoy to protect/destroy, that gives some points to the team. A spy, that can give a huge buff to a player that killed him, while other team protects him etc. 

    Even cooperative defence missions were okay thanks to ability to request drops - you earn currency for every actions and then can order some defense towers, vehicles and mechs (same as in regular mp).  

    Most fun I had in ages, too bad it was plagued with GFWL and died. 

  6. Похожая проблема, но точно известна причина (РС). При выставлении английского языка в лаунчере постоянно наблюдаю пустые чаты и Цетус. Язык игры является своеобразной дополнительной опцией региона, видно только игроков и сообщения от таких же неудачников с английской версией. При этом если войти в сквад с игроком на русской версии, Цетус мгновенно заполняется игроками. И опустевает, если выйти из сквада. Однако даже при этом сообщения сопартийцев не видно в общих каналах чата, независимо от них работает только додзе - в нём видно всегда всё и от всех

    Есть возможность как-то обойти эту проблему? Смена языка не считается решением. 

  7. I'm not sure if this can be called a bug, but I don't know where else to put it. 

    My chat was blank almost all the time. I tested it with friends and noone could see any of my messages in Regional/Trade/Recruting channel and vice versa.  Our region in game options is the same, so no matter what we should be able to see messages from each other at least in regional chat. Turns out, every chat channel is tied to a game language we pick in the launcher. So living in Russia and playing on english version I'm restricting myself from ANY communication with other players. I can't see public messages from 99% of people from my region because of the language option and I can't talk to people from other regions because of the region option. And I'm not even talking about chat switching cyrillic into a Frankenstein monster of mixed cyrillic and latin letters, although it should be simple enough to implement proper transliteration instead of this monstrosity or just leave words as is (some letters don't have a matching symbol in latin, yet they remain unchanged, so the game clearly can handle different alphabets simultaneously. For example the word  "большой" is warping into "boлbwoй")

    I just tested it and realised that Cetus is actually full of people. It's just all hubs are also tied to a language. I can see all those people if I'm in a squad with someone else (at least matchmaking is working propely), but everyone dissapear the moment I leave squad. 

    Is it possible to make language option switch language only?  

  8. 36 minutes ago, Klokwerkaos said:

    Nah.  Extra micromanagement.   Not into it.

    You cam sort by duplicates, use that

    Actually the idea was to avoid excessive micromanagement. Like I said, scanning through thousands of duplicates is boring and time-consuming. 

    I'm not saying we should remove duplicates tab, in my suggestion the time we spend looking for what to sell and what not is divided in small chunks a few seconds long. Seconds that we have to wait anyway after mission end. 

    11 minutes ago, (XB1)oOJeshuanOo said:

    I got 20,330 endo for selling all my duplicates, just sell 'em.

    Maybe you didn't completely understood me, trash bin acts as any other tab in mod bench, but all mods that we send there are already selected and all we have to do is push one button to sell them. You sat here for god knows how long marking them, when in trash you can get these sweet endo with one click. 

  9. 1) Add "Junk" tab to mod bench. All mods here are already selected and we just have to press one button to sell them or choose a few that we want to save for any purpose. Mods from this category don't show up in weapon/frame upgrade screen.

    2) Allow us to select mods in mission result screen, all selected mods go to Junk category. Maybe have a trash bin icon on top of a mod after clicking on it so players can easily understand why they're selecting them. Button "Mark all as trash" also would help. 

    I think that would be a great quality of life improvement, currently dealing with duplicates feels like a room cleaning, no fun at all. 

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