Turbo_Trotldyt_R-Zone_64
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Posts
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Posts posted by Turbo_Trotldyt_R-Zone_64
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When joining a RJ mission while hosts ship has electricity hazard, which applies annoying shock visual effect to UI, the shock effect will persist permanently until client returns to dojo/orbiter.
When entering a big enemy mission ship, the minimap gets removed from the UI. It always happens. I have map as overlay by default. -
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- TYPE: In-Game
- DESCRIPTION: Finishing RJ mission will lock whole squad in end mission summary screen when a mechwalker was summoned.
- REPRODUCTION: Summon a mechwalker in RJ mission. But not quite sure who has to summon and where. Maybe it doesn't matter.
- EXPECTED RESULT: After summary table has loaded, ESC or Exit button to close the summary table.
- OBSERVED RESULT: Whole squad got stuck on mission end/summary screen with no exit besides ALT+F4, happily losing almost all RJ progress.
- REPRODUCTION RATE: Seems to happen always when somebody summons a mechwalker.
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Spoiler
Fly on the wings of love
Fly, baby, fly
Reaching the stars above
Touching the sky
And as time goes by
There's a lot to try
And I'm feeling lucky
In the softest sand
Smiling hand in hand
Love is all around me -
The wings lack any and all anti-clipping. And they don't look fluffy enough.
Also how about categorizing wings as syndana instead of ephemera? Then players could actually have wings, that do not waste your time by making you try find a syndana that doesn't look ugly with it and you could then have visually pleasing ephemera too! Ofc then you would have to sacrifice the ability of equipping wings on operator. -
We are in need of Blank Arch-Gun.
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Not good at all.
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Sentinel weapons category is missing Helstrum:
https://warframe.fandom.com/wiki/Helstrum
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I demand back ability to toggle off Adaptive Exposure! Now everything is too dark. I cannot see nullifier bubbles or ability circles. Playing with brightness does not toggle off adaptive exposure! DE, when forcing this upon us did you ever consider playability?
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Why do Arch-melee weapons have Kuva element setting at top?
Also, Cutting Edge got updated: https://warframe.fandom.com/wiki/Cutting_Edge -
Happened twice, went to OV, equipped Tranq Rifle, flew to closest paw marker to try find a turd. Found no turd. The paw marker kept telling me it's in the cave, nothing in the cave, nothing near entrances of cave. Then I flew to next marker. Again, paw marker told me to go into the cave. Nothing in the cave, nothing outside. I thought perhaps I'd reenter OV. Did that, rechecked map via M. I noticed that all paw markers appear are above or near caves. Went to check one and indeed, all turd markers are broken for me in OV: paw markers mark caves instead.
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Wow, I never knew WF had anything against leechers. And I couldn't have imagined it's so useless. Can't even report true leechers as by the policy, it would "hurt leecher's feelings".
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It's a very old bug. Older than dinosaurs. Everything about QAing the UI is avoided like the plague.
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I had that twice too this far. Something related to lich UI breaks mods UI. DE can't fix it, since they lack QA, and people reporting it aren't providing a way to replicate the issue.
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For over half a year I keep seeing this blank EXCALIBUR in my summary table. Today is an exceptional day: it has multiplied to 2. I don't own a regular EXCALIBUR btw. It appears about 80% of the time. The screen below is after finishing today's Sortie mission #3 (Rescue on Taveuni). Notice that both have black picture, same rank and white dot above and below rank line.
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Trying to not get bored while doing manual stone age trading, but I have to hop between Orbiter and Dojo, since for some reason, Region chat is disabled in Dojo. WHY?
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TYPE: In-Game
DESCRIPTION: Host migration fatally broke ground assault mission.
VISUAL:
REPRODUCTION: Get 1 person in the mission, join, let host leave.
EXPECTED RESULT: For mission to continue after host migration without anything breaking.
OBSERVED RESULT: After host migration waypoints didn't appear, monsters stopped spawning, extraction prohibited.
REPRODUCTION RATE: Unknown.
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PC update 27.2.0 brought Broad Warframe Armor Change: armor number of all warframes got buffed.
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8 hours ago, Kalbintion said:
we started using strict mode for javascript
'use strict';
I learn the importance of this syntax in my very first JS project. It's not much, but it's something. -
Now I found a new error:
1. Open (empty) Kuva Bramma
2. Click on DETAILS
Click on DETAILS does not open DETAILS window, instead you'll get "Uncaught ReferenceError: chargeurTemp is not defined" JS error. -
5 hours ago, Kalbintion said:
if it happens again please post the console output here as it may contain hints on what's going on if an error is being thrown
I forgot to mention that no errors were thrown into console when this glitch happened. So it must be... something even screwier.
I figured out the reproduction steps (it wasn't so hard as I thought, it's VERY SILLY actually):
1. Open any frame (only warframes and archwings are affected [for test I randomly chose Excalibur Prime])
2. Click on Forma icon
3. Put any mod that adds something to base stats in a slot (I chose Armored Agility)
4. Click on DETAILS, remember the value of the stat that the mod is affecting
5. Click on the mod to make slot polarity change prompt box appear, click on any polarity
6. Check DETAILS, the stat should be reduced now, repeat 5 to lower stat value even more
7. Pull out half to all of your hair on your head and yell: "What the hell... !?"BTW, would it be possible for you guys to make all frame stats appear on the right side of the 8 slots, so it wouldn't look so empty, and I wouldn't have to click on DETAILS to check how stats are affected, and leave only abilities under DETAILS?
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Also, Fomorian Accelerant mod has wrong polarity.
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We need a GRAPHICS QUALITY Preset named "Ultimate Potato", which as name states, turns off absolutely everything to save as much processing power as possible.
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Today I found a logic error. I can't give reproduction steps since I have no time trying to pinpoint the culprit. It happens when I shuffle around cards and polarize slots (in Titania's frame in my case) after mods are in slots. Perhaps it has something to do with combination of many things, like dragging, then calling polarize, timing, and idk...
What happens is that under Details, the last glitched/touched mod's stats will not be added to base stats. And when I then remove that mod, the stats actually get reduced. So if I glitched Primed Flow, Details will show (Titania's) base energy of 225, and when I remove that mod, Details will show 35 energy. I presume it happens with all stat modifying mods. I think I once managed to even reduce several times so the stat was negative. I don't know if this bug is limited to frames or can be produced on other items.
Corpus Proxima & The New Railjack: Hotfix 29.10.9
in PC Update Notes
Posted
What do you mean by no hotfixes? There's still so much to fix! Would have been a lot easier if you had QA.
Don't say we will be again left with several dozens of fatal bugs, which will be present for many years, strongly ignored by all DE staff; "no such bugs ever reported, stop spreading lies".