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RadiantEventide

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Posts posted by RadiantEventide

    • TYPE: In-Game (Visual)
    • DESCRIPTION: Crewmates lose their heads while on turrets
    • REPRODUCTION: Instruct an NPC crew member to man either the ventral or dorsal turret. Then, use the "Observe" action in the tactical menu to spectate the crew member, they should be mounted on the turret but will lack a visible head
    • EXPECTED RESULT: Crew members should retain their head while using turrets
    • OBSERVED RESULT: Crew members do not retain their head while using turrets
    • REPRODUCTION RATE: Every time, all the time
    • VISUAL:6HFXcYp.jpg
    • TYPE: In-Game
    • DESCRIPTION: Attempting to enter a Corpus Railjack POI or secondary objective with the archwing slingshot fails
    • VISUALgfycat link
    • REPRODUCTION: Line up a shot in the railjack archwing slingshot, aiming at the entrance to a Corpus railjack POI or secondary objective, fire.
    • EXPECTED RESULT: Once the player collides with the entrance, the player should automatically enter the location.
    • OBSERVED RESULT: The player collides with the entrance and must manually enter the location.
    • REPRODUCTION RATE: Every time, all the time
    • TYPE: In-Game (Cosmetic)
    • DESCRIPTION: Hanging Corpus uniforms are a bit too "lively"
    • VISUAL: gfycat link
    • REPRODUCTION: Enter a corpus point of interest where Corpus uniform storage may be found. Observe the two uniforms in the front of the uniform racks.
    • EXPECTED RESULT: Articles of clothing should remain inanimate while unoccupied.
    • OBSERVED RESULT: Some members of the Corpus forgot to remove their clothes before hanging them up to dry.
    • REPRODUCTION RATE: Every time, all the time
    • TYPE: In-Game
    • DESCRIPTION: Railjack ventral turret zone still maintains the "Exit Railjack" context -sensitive UI action from before the railjack redesign.
    • VISUALgfycat link
    • REPRODUCTION: While in the railjack, go to the ventral turret, moving your camera around should reveal the existence of the "Exit Railjack" when looking below the zone in which the "Mount Turret" action appears
    • EXPECTED RESULT: Ventral turret should exclusively have the "Mount Turret" action
    • OBSERVED RESULT: Ventral turret has the "Exit Railjack" option in addition to the "Mount Turret" action
    • REPRODUCTION RATE: Every time, all the time Sometimes :(
  1. 10 minutes ago, Swamarian said:
    • TYPE: In-game
    • DESCRIPTION: Pluto/Seven Sirens has laughably few corpus to kill. In one case, we killed one on the capital ship, and 3 on the Railjack, and the Lotus announced we were done. (I got teleported onto the Railjack, rather than the Corpus capital shup.)
    • VISUAL
    • REPRODUCTION: Run Seven Sirens with a crew of 3
    • EXPECTED RESULT: Everyone start out on the capital ship, and have to kill more than 50 crewmembers.
    • OBSERVED RESULT: We killed less than 5 Corpus and were told to head for the exits.
    • REPRODUCTION RATE: 2/2

    I have also noticed this on the Calabash node in Veil Proxima. I haven't been able to reproduce it since, but the times it did occur, there were 4 players in a public squad.

  2. Certain railjack notifications from Cy, such as warning the player that the railjack has been breached by a ramsled, should be broadcasted to players that are within objectives and visually displayed in the UI in some manner.

    At the moment you are completely unaware as to what is happening to your railjack when you are away, this change or something similar would allow players to more easily adapt to different situations and manage their crew while away from the ship.

    • Like 2
  3. Looks like this bug has already been reported multiple times, but because I don't see it on the Trello board, I'm going to report it once agian.

    • TYPE: In-Game
    • DESCRIPTION: Unable to vote to begin railjack missions or travel to dry dock unless you are either the host or the player who selects the railjack node to be voted on. Host is required to force start mission.
    • REPRODUCTION: In a multiplayer squad, have the host or another player select the next railjack mission node, only the person who selected the node and the host are able to vote yes to begin the mission, and only the host can start the mission by bypassing the vote
    • EXPECTED RESULT: All team members are capable of voting to start a new mission node / dry dock node
    • OBSERVED RESULT: Only the host and player who selected the node is capable of voting to begin the next mission (only host can force start, even if player who selected the nose has already voted to begin the mission)
    • REPRODUCTION RATE: 100% Of attempts at voting for a railjack node (at least after the first mission).
    • Like 4
  4. 1 minute ago, Tangent-Valley said:

    I started research on Cy, then set mine to be destroyed for Rotation reasons. When I loaded the new one in (in the right rotation), Cy's research was complete and ready for Foundry.

    Thanks for the feedback. I would expect the research to behave this way as it is consistent with the way research is handled when destroying other rooms in which you can research. I'm more worried about individual players' progress on building their railjack components.

  5. After realising that I installed the dry dock in the wrong position (It's so large it won't even fit on the preview mini-map, lol), I would like to destroy the dry dock and rebuild it. Will destroying the drydock impede or harm the progress of any building or research that my clan mates are undergoing?

    • Like 1
  6. When DE initially pushed the hotfix changing the way energy colours worked for Warframe emissives, they made it clear that the intention of the dual energy colour system was to have the Primary energy colour being the dominant colour.

    The recent update to the dual energy colour system that came with the Jovian Concord not only introduced inconsistencies with this design philosophy, but it also introduced inconsistencies within the energy colours of Gara.

     

    IbyvSGo.jpg

    Here is an image of Gara with two energy colours for her abilities, notice how although Red is the primary energy colour for her abilities, Green (Secondary) in the most predominant colour for the glass on the frame. This contradicts the idea that the primary energy colour should be the most dominant colour.

     

     

    1AUtP98.jpg

    Here is an image of Gara as she casts Mass Vitrify. Notice how the glass which envelops Gara as she casts the ability is completely Red (as the glass for her abilities did not receive any visual mention to the secondary energy colour as the glass on the frame did). Because Red is the Primary energy colour, it makes sense for the colour of the glass to predominantly (or in this case, completely,) be Red; however, not all visual effects from her abilities follow this standard.

     

    3bQwuFN.jpgaiwvD4F.jpg

    Here are two images of Gara casting Mass Vitrify from above to give a better view of the ability's visual effects. Note how the glass wall is Red (Primary) (as one would expect); however, also take note of how the wave of energy which accompanies the wall is predominantly Green (Secondary). The wave of energy being predominantly Green (Secondary) not only contradicts the intended idea that the Primary energy colour should be the most predominant one, but it also contradicts the other aspects of Gara's abilities in which Red (Primary) is the most predominant energy colour.

     

    Consistency is an important quality for any project, and although I believe that these inconsistencies are merely an oversight, I hope they get looked into soon.

  7. This is only the second time this has happened to me. This time I noticed it after jumping off the platform and being reset for being out of bounds.

    It looks like the UV mapping for the body somehow gets messed up. The normal and height maps seem to be distorted in the same manner, while the albedo map appears to distort in a way that differs from the other maps. The albedo also sometimes appears to not be distorted, while only the normals and height maps are distorted (as can be seen with Garuda).

    It appears to occur on all frames, changing frames or their appearance doesn't appear to fix the problem. The issue persists after entering and exiting the arsenal; however, everything seems fine while the player is in the arsenal.

     

    Examples:

    mLPhakY.jpgquX5jkA.jpgaWd4xap.jpgSAYGuKF.jpgQEeX6vx.jpg

     

    Full album here: https://imgur.com/a/qdCp0ID

  8. On 2018-12-24 at 12:00 PM, PlasmaJedi said:

    This is really dang clever! I'm imagining the targeting wall looking like the inside of Iron Man's helmet, drawing targeting circles around enemies and stuff! Would require some clever programming! Also, rather cool to have a damage-enhancing screen that improves your weapons performance and crits, instead of just dumping some extra elemental damage onto it. I definitely wanna see this!

     

    BTW, what will the frame look like? Made of data holograms, maybe? Male or female?

     

    EDT: Looks like you had pictures, but something's wrong and I can't see them. Maybe cause I'm using the mobile app.

    Yeah, there seemed to be an issue with the images the last time I checked this post, but it seems to have fixed itself now?

     

    If you are still having trouble with the images, here's a non-embedded link to one of the images: https://i.imgur.com/JsRrdcm.png

  9. On 2018-12-24 at 11:20 AM, LordHideyoshi said:

    Hello There!

    The Abilities sounds great, but one leaves me with details that should clarify on the ability.

    On her third ability, Synthesis.... what functions would the ally tenno would do? like cast the abilities of your teammates's warframes without any mods the teammate has on the warframe? would be great if that was clarified.

    4

    The basic idea for the ally replica is that it would function as a temporary specter. I'm not too sure about how to balance the ability, specters are already pretty strong with the right loadout, but can also be underwhelming with other loadouts. Also considering that normal specters last an indefinite amount of time, I was thinking that due to the limited duration of the Synthesise ability's replicas that they could have a damage or ability strength increase based off of Gamaya's ability strength

  10.  

    I really enjoy all of the Cephalon inspired weapons in the game and am a little disappointed by the lack of a cephalon-esque warframe, so I designed a warframe whose appearance and abilities are inspired by the data collection and aggregation of many of the in-game cephalons. So, without further delay, here is Gamaya, the Data Warframe!

     

    Gamaya, The Data Warframe

    wT6uOSm.pngMm2YNVb.pngJsRrdcm.png5UGxmqd.png

     

    Abilities

    • Passive Ability: Data Accumulation
      • Every 15 seconds Gamaya scans all enemies within 30 meters, gathering information about their defenses and attack patterns, gaining a small amount of additional damage dealt and damage resistance against that enemy. Enemies can be scanned only once.

        If the player has a codex scanner equipped, the first enemy of its type will be scanned with the codex scanner. This consumes codex scanner charges.

        • Notes:

          • Additional damage dealt hard caps at 75%. Damage reduction hard caps at 95%. Both additional damage dealt and damage reduction have diminishing returns for added scans. Initial scan grants 1.5% damage reduction and additional damage dealt. (Example, additional damage dealt is ~25% at 25 scans, ~50% at 75 scans, and ~75% at 175 scans)

            Example of how the abilit works: The player will need to scan 25 Lancers to get 25% damage reduction and additional damage dealt to Lancers, likewise, it would take 5 scans of Nox to gain a 5% damage reduction and damage boost to Nox. 

            Codex scans will only occur on the first enemy of that type in range. E.g. if there are 3 Lancers and 2 Rollers in range, only one Lancer and one Roller will receive a codex scan.

            Scan distance scales off of Ability Range

    • Ability 1: Target Enhancement

      • Gamaya deploys a holographic wall to enhance the weapon performance of Gamaya and her allies, gaining increased accuracy, crit chance, and crit damage for weapons fired through the wall. Enemies which fire through the wall have reduced accuracy.

        • Notes:

          • Similar to Volt’s shield, but without the ability to provide reliable defense. Allows Gamaya to minorly support team members.

            Accuracy, crit chance, and increased crit damage scale off of Ability Strength.

            Size of the wall scales off of Ability Range

            Duration of the wall scales off of Ability Duration
             

    • Ability 2: Damage Analysis

      • Gamaya becomes invincible for 5 seconds, analysing incoming damage types during this time. After 5 seconds, Gamaya gains 90% resistance for 45 seconds to the damage type which dealt the most damage while invincible.

        • Notes:

          • Can be stacked for multiple resistances. Can be refreshed. Provides Gamaya with reliable defenses at the cost of energy loss from constant recasts.

            Duration of invincibility and resistance scales off of Ability Duration
             

    • Ability 3: Synthesise

      • Gamaya targets an enemy, scanning them and synthesising a replica to fight for Gamaya. Up to three enemy targets can be Synthesised at once, each lasting 45 seconds or until killed.

        Alternatively, Gamaya can synthesise one ally, which lasts for 25 seconds or until killed.

        • Notes:

          • Ally and enemy replicas cannot exist at the same time.

            Duration of synthesised minions scales off of Ability Duration

            Health and damage of Synthesised minions scales off of Ability Strength
             

    • Ability 4 / Ultimate: Deconstruction

      • Gamaya unleashes a wave of overcharged energy dealing damage to all enemies within 30 meters. Enemies which have been scanned by Gamaya take additional damage and have damage dealt to them in the damage type in which they are weakest to.

        Enemies which are killed by Deconstruction disintegrate and are scanned by Gamaya. 

        • Notes:

          • Base and additional damage scale off of Ability Strength

            Distance of ability scales off of Ability Range
             

     

     

    Background/Lore for Primed Version

    The Sentients of the Old War had greatly changed from the time they had initially left the Origin System on their expedition to the Tau System. Knowing the disadvantage of ignorance, the Orokin devised a plan to gather information about the Sentients. Combining the technology of the combat-capable warframe and the inquisitive cephalon, the Orokin forged a new warframe, one that was capable of observing and retrieving mass sums of data, all while enduring the heat of battle through precisely calculated adaptation. Thus, Gamaya was forged.

    • Like 1
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