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dbugz

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Posts posted by dbugz

  1. On 2020-05-13 at 2:47 AM, BiancaRoughfin said:

    @[DE]Helen Will the purchase of the pack be available through Steam as was last year?

     

    On 2020-05-13 at 8:11 AM, Aeon94 said:

    @[DE]Helen Tennocon 2020 Pack is not available on Steam right now. Will the pack be added to Steam Store as well ?

    I was wondering about this same thing. All my previous purchases of Tennocon Digital Packs were done through Steam.

  2. So for those that have been tinkering around with this problem - does the workaround of removing any multishot mods from ranged (and silenced either by mods or abilities) weapons work and actually provide the stealth kill affinity bonus?

    I do agree with the sentiments that releasing Ivara Prime would have been the perfect opportunity to have stated in the patch notes that "Stealth kill affinity not being granted have now been fixed."

  3. 1 hour ago, (PS4)calebcochran523 said:

    This isn’t asserting your question this is mine if I destroy the dojo navigation room will that be a enough space to build the dry dock

     

    You're referring to the Observatory? No, I don't think so. The Dry Dock is a very large room and easily dwarfs the Observatory when it comes to both horizontal and vertical floor areas required.

  4. On 2019-11-23 at 3:50 PM, 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.

    Just to update you guys, I was able to build the Dry Dock on top of my Observatory. The entrance to the Dry Dock when it was built is 2 floors above where the Observatory was, so basically:

    - Observatory on the North end of a cross-connector
    - Elevator going up attached to the West end of the same cross-connector
    - Extended hallway going from West to East attached to top of previous elevator
    - Elevator going up attached to the East end of previous extended hallway
    - Elbow/cross connector gong from East to West attached to previous elevator
    - Dry Dock attached to North end of previous connector (although it already allowed me to place it, I just personally opted to add a straight hallway before placing down the dock for "aesthetic" purposes)

    So yeah, it was a pain to try out considering the resources, and build times. Sacrificed a few plat too just to see how many floors up and how "far" away it should be from other hallways/rooms - not to mention the wait time involved when destroying undesired "test" rooms/hallways.

    I didn't bother trying how many floors up from the "imagined" ceiling of the Dry Dock will it start allowing me to build rooms/halls directly on top of it.

    A bit disappointed though considering the size and scale of the Dry Dock that you can't see it from the Obervatory balcony when you look up, and I couldn't see the Observatory when I look down below from all that huge hangar space in the Dry Dock. Not really game breaking but it would have been a nice visual touch if they did.

  5. 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.

  6. 2 minutes ago, Alice-Proxy said:

    I don't think it's bugged. You need to remember that some dojo rooms (like observatory) actually need room above and below it - so there must not be any rooms there on other levels. Plus, the space backdrop is also a part of the room, and is technically an occupied space.

    Exactly why DE needs to overhaul the room planner and convert it into a 3D rendition. The current one provided does not do a good job at indicating the vertical space required by a desired room to be constructed.

  7. Imo, this problem clearly shows how much is lacking with the available UI for Dojo "floor planning" which is well overdue for a major overhaul.

    Dojo rooms are constructed in 3D with not just the floor area taken into account but includes the vertical space it consumes.This recent dry dock release obviously would benefit from a more intuitive and visual 3D room planner instead of the now archaic 2D floor plan. The latter would still have made sense if all large rooms had the same maximum ceiling height but instead we get this - a guessing game.

    As for the dry dock I have some questions for the more seasoned dojo builders out there: I run a solo clan and only build rooms and halls as needed, thus if i wanted to build this dry dock on top of my current Dojo floor, do i need to build it 2 floors above just to accommodate the vertical space required? I already built an extra floor (just an elevator with a cross-connector hallway) above my current floor so given the current discussion I would infer that this is insufficient and must build another elevator that goes up to another new floor?

  8. I still have an open support ticket with DE regarding this issue, and have provided them with the information they requested a week ago.

    I'm hoping that once they get to properly look at it that they are able to implement a fix.

    I'm making a wild guess that the reason it's taking them time to sort this out is probably due to some internal complexity of the new Kuva Larvling/Lich system which likely broke conditional checks and triggers in Grineer missions.

  9. I was wondering whether something broke in the recent updates and this thread came up.

    I ran Adaro several times using Loki with hushed invisibility and kept attempting to kill Grineer using a sniper rifle that insta-kills yet no stealth multiplier appears even if it was a single, unalerted enemy that had no other mobs around.

    • Like 1
  10. On 2019-11-05 at 2:20 AM, fr4gb4ll said:

    same here - i think it might have something to do with the kuva lich. during the mission i always get the screen-flicker and the this kuva guard message that he "found the target" (i guess that's me). after that, all enemies on the map become alerted, though no alarm was sounded.

    either it's that or the condition for the NW-challenge is changed to enemies not even being alowed to become alerted - just like the description suggest, but always meant not being seen by them (red triangle becoming 'full' on the map)... in this case DE would have broke the stealth with their update and the removal of the only possible way to quickly disolve corpses - the use channeling through the melee weapon, which had done this and prevented the dead bodies from being spotted by other enemies.

    i'll try the this challenge on a a different node than a grineer one to see if that will help - by hopefully not getting this interruption.

    edit:

    yes, it seems i was right about the kuva lich as source of this problem: i just did the extermination on oxomoco/void and got no interruption message that caused enemies to become alerted and therefore completed the NW-challenge without any problems, like i always done before for those kind of conditions (like the similar riven challenge - which might also might be affected with this problem).

    This sounds like a logical theory as to the cause of the objective bugging out in Adaro.

    I've mentioned this in the support ticket I created. Hopefully they are able to fix this issue.

  11. Unfortunately, welcome to the new Kuva Lich "reward tax" mechanic. What you encountered is not a bug but it was an intended design.

    It's the "chicken or egg" paradox.

    Personally, I found this new system counter intuitive and and makes playing seem less rewarding.

  12. I can confirm the same thing. I've retried completing Adaro on Sedna a couple of times using Loki with invisibilty always on and no alerts triggered - Nightwave objective does not complete.

    Also playing on solo - which was perfectly fine before (as I've always played this game on pure Solo mode).

    EDIT:

    I just submitted a bug report to support regarding this issue (#1942863).

    • Like 1
  13. Just now, doominator10 said:

    You can opt out of it. Just don't kill the Kuva Larva. Same system as juggernauts, When the lights start blinking, hold off for a second until the kuva guardians same something and the larva is gone.

    Oh, interesting regarding the opt-out. I didn't notice that one. I'll keep that in mind. Thanks.

    I'm still curious though about DE's feedback regarding the other questions I've posted.

  14. TO DE:

    Hi.

    I casually play Warframe solo and the upkeep of this new Kuva Lich systems seems too hands-on and intrusive from the feedback that I've been reading, especially the "reward tax" system where the Lich will randomly steal any of the drops and/or rewards that you earned in any mission (of ANY type) when playing in a planet that has their influence.

    What I would like to get a response from DE is whether the reward tax system has a cap where if the Lich has stolen too many of your rewards that it will no longer steal any further?

    The reason for this question are as follows:

    • What is the maximum level that a Kuva Lich can attain? (Some have said that the higher the level, the more drops / rewards are stolen)
    • How many, or what percentage, of the drops and/or rewards from a mission are stolen as "reward tax"?
    • If I play a few hours a day and have my drops / rewards stolen, BUT I put off from killing said iteration of Lich for more than a few months:
      • Will it reach a level that I will be barely able to kill it when playing solo? (If the Lich has no level cap)
      • Will I be able to get back all of the drops / rewards stolen as reward tax - especially if it's worth more than a few months of play?

    These are some of the questions that I would like to get some definitive answers from DE. At this point, I no longer feel any incentive to play further as this new system has no option to opt-out (eidolons i can choose not to do, orb mothers i can choose not to do - why not this?). This system looks like a skewed FOMO mechanic - "if you don't play it, then that rare reward you tediously grinded for a good number of sessions which was stolen - you won't get it back unless you play this other game type that we have."

    Don't get me wrong. I have played this game for a good number of hours, and have actually willingly spent and purchased more than a few Prime Access packs as I do enjoy the game and would like to support DE. The recent Melee update feels refreshing. However, this new Lich and reward tax gameplay system feels too heavy-handed and excessively grindy.

  15. Why not just bring back the option for a "Full Melee Mode" as a manual toggle like before?

    This way the default mode is the new, quick firearm-to-melee and vice-versa (not the old "quick melee"), and then the old "full melee mode" which is purely melee that has manual blocking and doesn't switch out to primary/secondary weapons automatically. The latter lead to the loss of controlled aerial blocking with melee weapons unless you went in mission having only a melee weapon equipped.

    It's been 6 months since this gameplay change was implemented and no further concrete plans seem to have been given in response to the feedback in this thread. Hopefully something before this year ends?

    • Like 2
  16. I think this is how to reproduce the bug of not being able to see the crafting materials in Foundry:

    1. Open the app
    2. Browse any section (Activities, Codex, etc) except Foundry.
    3. Access Foundry.
    4. Try to tap on any blueprint - it will register the "tap" but will not open the blueprint showing the materials.

    This is how I am able to view the crafting materials in Foundry:

    1. Open the app.
    2. Go directly to Foundry - do not try to access any other section.
    3. Try to tap on any blueprint - it will open the blueprint and show the materials.

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