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Bilge_

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Posts posted by Bilge_

  1. The only way to know how to do something is to try doing it. I didn't know how to do half the things I needed to know just to make it do what it does now, which is why it took almost two months just to do fissures. But now that it's done it shouldn't take long to build extra things on top.

    Cetus day/night cycle data is already downloaded, you just have to put it somewhere on the UI. Then, extend the alert rules to support pre/post day/night time offsets so the user can choose how long before or after the day/night they want to be notified. Google will get you through most of the challenges you might face, and I'll help with the bits that pertain specifically to this application.

  2. 3 hours ago, aswitz87 said:

    a change I'd like would be to allow us to adjust the position of the alert

    It's open source so you can add whatever features you want. If your changes are good they will be accepted for the next release. I will certainly accept more customization options.

  3. Warframe Alert Tracker has just been released! You can use it to get notifications in-game or whilst doing other stuff in Windows, when certain fissure mission types are available. For example, you can get a notification when any endless Axi fissures spawn, if that's what you're interested in.

    dashboard.png

    You create the rules about what you want to be notified about using a powerful alert rule builder.

    alerts.png

    When a new fissure pops up and it matches one or more of your inclusion rules (and is not excluded by any exclusion rules), you'll get a notification pop-up that looks similar to the following.

    notification.png

    The app is still fairly basic at the moment (doesn't even have an icon yet!) and only supports fissures right now, but has a clean UI and presents fissures more clearly than in-game. The entire Warframe world state is available internally so it would be fairly easy to add notifications for regular alerts, Cetus day/night cycle, Baro visits, news posts or whatever you're interested in, in a future update, if more people help add these new features! If you're interested, I'm seeking help from the community to keep this project going. Together we can build a complete desktop version of the mobile app with a clearer UI and more powerful rule builder that lets you select exactly what you want to be notified about!

    [Download here]

  4. The trees with a golden brown colour block void dashes. They can be passed through normally, providing absolutely no obstacle. But these trees, specifically, block void dashes despite no other tree exhibiting this behaviour. This is very problematic for players that use void dashing to traverse the plains as they completely block movement if you get too close. This does not seem to be working as intended.

  5. This riven ("Kill N Dargyn Pilots before they hit the ground whilst aim gliding") is bugged such that it takes approximately 10N pilots to proc the riven. That is, if it requires 2 pilots, you'll have to kill closer to 20. I tried to narrow down the conditions for the cases where it counted, but I could not identify anything different about the way I approached the kill on the rare occasion it succeeded. At one point I theorised the pilot has to dismount from the Dargyn before it counts, but that turned out to be false. There is either another unspecified condition to this riven or it simply does not work as intended. Completing just two pilots took about 2 hours of play time (excluding theory crafting different approaches).

  6. 1 hour ago, (PS4)KingGuy420 said:

    As a general rule of thumb, not just in Warframe but in video games overall, the more enemies you have to fight the dumber the AI has to be. Considering you can literally fight thousands of enemies in a mission, they just can't be smart.

    How is that not just a false dichotomy? Can you provide a single source to back that claim whatsoever, or do you just enjoy pretending to know what you're talking about on Internet forums?

  7. 4 hours ago, TARINunit9 said:

    This usually only happens if they spawn on top of the Tenno-controlled point

    No, it doesn't, because I'm speaking exclusively about the regular, non-fissure Mithra, which I thought I made perfectly clear. On such maps, mobs only spawn in the side rooms, never on top of the point. I don't know why I'm even responding to this nonsense.

  8. 2 hours ago, Volinus7 said:

    OP will get a lot of "let stupid game be stupid" responses. 

    Honestly, most of the responses herein are either stupid or completely missing the point, which is why I've not been responding.Before making the AI "smarter", DE needs to take a serious look at things that are objectively wrong with its AI, such as the examples I mention in the opening post.

  9. I'm new to the game so I don't know how much this has been looked at, but it wouldn't surprise me if the AI implementation is still the same basic set of rules created 5 years ago. The AI in this game is bad, to the point where it doesn't matter how high enemies levels are, since their basic AI weaknesses can be exploited at all levels. I'm not talking about how enemies appear deaf and short-sighted, although they are, but they don't even make good use of the information they do have, to the point where they're basically just mobile punching bags. But what concerns me the most is that nobody seems concerned about this aspect of the game; nobody is talking about it and nobody is working on it. It would be a lot more fulfilling to play at higher levels and do Sorties if enemies actually played smarter, instead of just continuously accruing larger numbers, since that's a very shallow and crude way to artificially increase difficulty.

    As a concrete example of flawed AI, enemies often get fixated on their current task, especially in missions where they have something other than players to attack (i.e. an objective). In defence missions, for example, it is common to see a line of enemies walk out of spawn in single file towards the objective and they will not break their stride for anyone or anything. Standing behind the line of enemies and shooting them in the back merely causes them to twist their head to look at you, but they will not stop their march and they will not return fire unless you make the mistake of standing in front of them. Basic rules of self preservation should dictate they stop what they're doing to fight back instead of taking chunks of ultimately fatal damage in the rear.

    Another good example is interception missions.

    1. Groups of enemies spawn with the intention of going to a particular point, passing through uncaptured points and completely ignoring them.
    2. Most capture points have two consoles but enemies will walk past the nearest, unoccupied console to the furthest one.
    3. This is purely an observation, but it seems to me enemies will seldom attempt to capture points nobody is defending, so even though you're supposed to defend four points, if you only attempt to defend one or two, you will never have to worry about the others because they only attack the ones you're nearest to even when you own all four. It seems to me it would make most sense for them to prioritise undefended points. (For reference, this is on Mithra; not sure if it affects all maps) However, this problem manifests less in interception fissures because it seems corrupted spawns have different priorities, and often will capture undefended points, particularly if they happen to spawn nearby.
  10. Mesa sometimes cannot use her melee weapon after using her fourth ability too much. Unfortunately there's no reliable way to reproduce this, but it has happened to me twice in a couple of days and the melee weapon remains unusable for the rest of the mission. Attempting to swing with it will immediately put it away before it does any damage.

  11. Would be very useful to have an option to reserve relics so they cannot be used during missions. Primary use cases would be:

    1. Relics reserved for enrichment with void traces at a later date,
    2. Relics reserved for a rad run, not to be used in public games,
    3. Relics reserved for trade.

    This prevents problems, particularly during endless fissures, where you have limited time to pick another relic and may pick the wrong one by mistake.

  12. <TAB> cycles the chat tabs forward and <SHIFT>+<TAB> cycles the chat tabs backwards. However, binding these same key combinations to independent Razer mouse buttons using the macro feature causes both buttons to cycle the tabs forwards only. It seems the game improperly detects the presents of the <SHIFT> key. Holding down <SHIFT> on the keyboard, the mouse macros work. Ergo the game is probably querying the keyboard state directly instead of detecting the key codes from whichever device happens to be sending them (in this case, the mouse). Since you allegedly support Razer via the "Chroma" feature, it would be nice if the game had full Razer feature support (i.e. macros) instead of just flashing lights.

  13. After using the launch pod (Saturn/Telesto spy invasion) to reach the second part of the mission, character seems to fall into a pit and blacks out, but the screen remains black permanently. Character seems to arrive at destination, can still move around and play as normal, just can't see anything. Tried /unstuck and changing fullscreen/windowed but nothing seems to fix it. Not everyone in the squad is affected by the issue.

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