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TGDM

Hunter
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Posts posted by TGDM

  1. 52 minutes ago, SpicyDinosaur said:

    My group found three, but there was nothing of note inside the room if you are talking about the one in the cavern tunnels. We were doing Lone Story though. Experience might be different.

     

      Reveal hidden contents

    One of them is underneath another part of the island, you want them all to roughly face the center of the island. They will glow a bit when this is done properly.

     

    Well, there's that tablet with the quiz + the somachord fragment. I found another quiz tablet after that in the house near the guy who sets up the Kullervo challenge. I imagine there's a third one somewhere? I haven't found it. It can't all just be for nothing, right? I thought there might be a connection with the kid in the other tunnel as well. Going to have to explore more later when I have time.

    • Like 1
  2. 49 minutes ago, Voltage said:

    Please remove downsides from Intrinsics (looking at you Gunnery 10). The reasoning on the last Devstream is quite simply poor and disconnected from how these systems affect players. Intrinsics cannot be disabled, and they give Mastery. Focus has had a similar problem since 2016 with certain Focus skills having increased drain at higher levels. Adding this same problem to Railjack Intrinsics is even worse than the problem Focus has been plagued with for 4+ years. Having a downside on a skill that gives Mastery and cannot be turned off is bad design. If the skill is too good without a downside, then just replace the skill with something else.

    I baseline understand the complaint here - it feels weird to tack on a penalty that effectively negates Rank 6

    What I don't understand is... how much of a problem is it in gameplay? On paper, I agree that this is a pointless negative. It makes no sense to negate the R6 for a minor benefit. But how often are you actually aiming with the scope for railjack? Battle Avionics spam aside, I find it much easier to follow the lead indicators on fighters without scoping in at all.

    My complaint for Gunnery R10 is more to the point that it doesn't feel worthwhile of being a max rank unlock. It feels like something that would have been useful around R4 for players still learning the ropes on how this game mode works. It's nowhere near the scale of the Void Radiance (Madurai) of problematic design. It's more like Lightning Dash (Zenurik): Sure, you could technically turn it on and use it... but why would you?

  3. After a week and a half of this bug I finally decided to check the forums to see if anyone reported it and found nothing so....

    Wreckage Drops in most Veil Proxima missions are bugged. In several dozen Gian Point runs I found that, since the update, there were dramatically less wreckage Drops in general compared to before the update /and/ often Crew Ships are dropping MK I blueprints instead of MK III. Some items seem to be completely missing from the drop tables such as Zekti Shields MK III. Compared to the week I played it before the update: I was getting at least 3x Zekti MK III drops from enemy ships, never MK I, per Gian Point.

    Really hope this gets fixed prior to Scarlet Spear starting. I helped two different players farm up resources and wreckage to have proper ships ready for the upcoming event, but this has been a brick wall. I saw that the bug with the Vidar Reactor MK III breach immunity has already been acknowledged and a fix is scheduled for the next update.

    • Like 1
  4. I know I haven't really played in a while but... Several people linked me this thread and I am just ???

    The first question you should ask yourself when designing the UI is if the information on the screen delivers necessary information to the user. If you were to look at a Relic selection screen and all you saw was a grid of Nx3 of the same exact icon +/- a few with varied levels of refinement, would you know which Relic was which? Would you be able to quickly select the one you want for your mission? What information can the user get out of the current screen? What information should they be able to get?

    On PC, the search bar solves a lot of those problems. On consoles I hope it helps a bit too, though it's definitely more annoying to input text with a gamepad than a keyboard. Item labels off by default is ridiculous. Like, even as you claimed in the OP that you question it 90% of the time then try to play it off as if yeah no big deal I play with them off teehee... What the hell?

    And now stuff like the end of mission screen having a big ol' wallpaper image for the sole purpose of eating up space so that information about your drops and rewards get obfuscated behind scroll menus (with item labels turned off, of course). Who is the interface made for? Who tested out these UI elements and liked it? Isn't a crucial part of a loot-based game the ability to determine your loot? Are you relying on the gameplay loop of rewards obtained during the mission to be more satisfying than the tally at the end? Seriously, I can't make out what the design goal is here. Aside from trying to do something visually different/novel for the sake of doing so.

    Some items work for iconography and some don't. Some items have rather unique images which you learn to associate with over time. If you've been playing for a while, you know how to identify the Argon resource image and don't necessarily need a label for that. Makes sense. It stands out because it's different. But then you have items which share icons or are only vaguely distinguishable from one another. Items which are different in name and name alone. In an inventory-management type of game like Path of Exile it makes sense to hide the stats until you mouse over something, but resource accumulation is something you need to tangibly understand. Imagine if all of the T1 and T16 maps in PoE all used the same icons. No differentiation in color, symbols, texture, framing... Nothing. That's what the Warframe UI is like.

    The design philosophy seems to be painfully rooted in some kind of form over function mismatch. But criticizing is easy, creating is hard I guess. There are so many good examples from recent years in how to do UI design which can be visually pleasing and still delightfully functional. They don't have to be mutually exclusive.

    There's also no mention at all in here about the limitations of UI design in Warframe. How many interfaces are treated as objects rather than UI elements (multiple scaling and foreground issues), how some features can actually be affected by gameplay physics (velocity can throw the menu, knockdowns can shut down the menu as you try to open/pause), how different gameplay states (warframe/operator/archwing) have different UI interactions as well (ranging from activating objects to opening maps). Hell, how we're still missing a lot of core functionality with keyboard shortcuts like the good old ctrl+a, shift+end, or ctrl+backspace/arrow keys. How inputting text and then adding a movement input as soon as you hit enter will attach that movement input to the end of your submitted text line.w

    The UI was not ever Warframe's strong suit. It was always just a "good enough" solution which let you get to the core gameplay loop of shooter fun. A lot of changes have been made in the past few years to put more emphasis on perpetual reward systems for longer term grinds. Obfuscating / hiding information to help players tangibly track their progress seems like it will have the adverse effect of making their runs feel less rewarding, that it's more of a chore to track your progress than it is to measure how far you've come.

    I know that this post is just a vain effort of catharsis. I've only really seen DE respond directly to hyperbolic negativity in terms of actually making changes. Memes have a better chance of invoking a positive change than constructive criticism. It's just kind of depressing to see things go even further along the path that pushed my interest out of the game.

    anyways tl;dr: I look forward to the eventual UI update which removes the names of mods from the mod card drops :^)

  5. Starting a few months ago I noticed that the Warframe launcher was running a bit slower than usual. I used to be able to patch at a minimum 2 MB/s, usually more around 6-10 MB/s... but lately it's been really bad. Like 1092 B/s bad (for extended periods of time) with peaks of 50 KB/s (which rarely lasts more than a couple of seconds).

    At first I thought it was an issue on my end so I tried the usual: Testing connection speed, checking packet loss, verifying download speeds are where they should be for other applications. I'm left with the conclusion there is an issue with the CDN and the network I'm using to update the game specifically.

  6. If you hack the door with the rescue target while in operator mode, the rescue target will only follow your tatertot. This means that if you hack as the operator but resume the rest of the mission with your warframe, the rescue target will stay in the cell unless you switch back to the operator.

    This has been a bug as long as I can remember but I guess reporting it now is better than never. It is similar to the now-fixed issue we previously had with Eidolon Lures as well.

  7. 9 hours ago, arrie_rain said:

    GUYS DONT BUY THIS. IT IS FRAUD. - 104.8% PROJECTILE SPEED IS LIKE.  YOU SHOT NOTHING EXCEPT STANDSTILL BULLET THAT DOESNT MOVE 

    I can try to cut some webms later if more proof is necessary but here's the basic rundown:

    With Hornet Strike equipped alone, I dealt 103 critical damage per headshot against a lvl 100 CHG.
    qMOMPIB.png
    pGmNBbn.png


    With this Riven equipped alone (no other mods), I dealt 123 critical damage per headshot against a lvl 100 CHG.
    5STFWDQ.png
    8RA5MYs.png

    The -PFS does absolutely nothing to this Riven, not even the damage falloff for distance other projectile weapons face (which would cap out at a permanent -50% damage) as tested with Lethal Momentum. Like -Zoom%, -PFS does nothing to this Riven.

  8. NwjFf18.png

    Sicarus Sati-critaata
    +208.4% Critical Chance
    +280.7% Damage
    +182.5% Multishot
    -104.8% Projectile Flight Speed


    opening bid: 5000 platinum
    minimum bid increment: 200 platinum
    buyout: 12,000 platinum

    Thread closes July 25 at daily reset (00:00 GMT) or on buyout. PM or post here to offer. Top 3 bids will be @'d in the OP.

    Top Bidders:
    @Prime_Prime - 8000

  9.  

    45 minutes ago, Ksaero said:

    Imagine if you could sell the Operator. That'll be the same thing.

    I would totally do that, though :V If I can consign a dog/cat to the Lotus, why can't I sell the tatertot as well?

     

    9 minutes ago, Koldraxon-732 said:

    If we had to '3D print him', we would've had to:

    1: fetch the blueprints from somewhere.
    2: build the blueprints, which may have required a normal Excalibur set of parts, not unified into a built Excalibur.
    3: use significantly more resources and wait 84 to 96 hours in total if you built all the blueprints together and didn't rush them.

    So what you're saying is we could rebuild it if we wanted to?

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