Jump to content

Etzu

PC Member
  • Posts

    531
  • Joined

  • Last visited

Posts posted by Etzu

  1. There is a bug on the lich spawn as ally.

    I've vanquished my first one, Modododitt Mobik, to get the weapon. And in the mission I just played he spawned as allies, as I'm working on my second lich. I've asked my teamate if any of them had this same exact name for their lich and none of them had one with that name. (on hotfix 26.0.3)

  2. Not sure in which thread to put that so I put it in here:

    When playing with lowest quality setting, Grendel and Atlas Leverian are Pitch Black. Gauss leverian was already kinda dark in lowest quality, but it was at least possible to see things. But even Gauss leverian was already way way way way too dark in lowest setting, I've realized that when looking a youtube video where the guy had volumetrics on and that made the entire leverian conftable for the eye, but without it it's not.

    I'm also using dx10, and there are many other spot in the game where it feels like the "low settings" were forgotten in the design process. (relay arrival platform having a bright light on higher settings, in lowest quality it has litterally no light-ray visual effect on the center)

    I feel important to report that, because warframe has always been a masterpiece of "faking high performance rendering" for low quality settings. Lots of light visual effects were faked using textures on low settings, but since the drop of 32 bit it seems that the beauty of the game on low setting is not anymore mandatory, as it's not anymore needed to support old dx version.

    Keep the game awesome for low settings too please, ❤️

  3. First impression.

    Vauban:

    • 3rd ability: The delay between grenade spawn and damage effect is too long for me.

    A possible way to improve that would be to add a charging system like that:

    • Quick Cast (no charging): instant throw the grenade, producing a high (like now) delay on deployment to calibrate the orbital strike.
    • Prearmed Cast (charged): prepare the orbital strike coordinate while charging, quick (way shorter) delay on deployement to fire the orbital strike.

    With that idea the time between engaging the ability and damage dealing would be identical, either we invest time in charging or in waiting after quick cast.

     

    Ember:

    • 1st ability: lacking epicness on animation charging.

    That's something I felt on the old vauban and the old ember too, no animation on the charging, but now Vauban has an animation but not ember. Would be cool if she was casting the fireball in her hand before throwing it.

    • 1st ability: lacking particles on impact.

    The old ability spawned a spot of fire particle effect and an explosion particle. The new one just spawn some kind of "light" sphere effect but no real flame styled effect. I'm playing on entire low quality so it might be a quality setting bug, I'll check that deeper later on.

     

    I'll keep studying those two reworks and give more indepth feedback if any is necessary later on.

  4. I'm not a big fan of the heavy attacks / heavy slam beeing on the alt-fire button.

    Previously when I wanted to activate my channelling (and so life-strike) I was able to toggle it on/off with one single pressing using the default middle mouse.

    Now to use my life-strike I have to use the middle mouse to make an heavy attack. I prefered the possibility to toggle on / off the consumption for the life-strike part.

     

    For the heavy attacking itself, it's more conftable than before to not have to "hold the key to heavy attack", but it's also not that conftable to have to middle-click for that. (I know we can change it, but i like having that toggling effect on the mouse middle click)

     

    I got another problem with that heavy attack mecanics beeing on the same key as the alt-fire. On regular melee we can, since melee 3.0 phase 1, quick meleeing from our weapons. I use that a lot to move very fast using the directionnal-ground-slam with the E key. As the life-strike is now more efficient by using the heavy-ground-slam than just normal heavy-attacks, I tend to use that to make some crazy life-stealing move. BUT... The difference between now and before is:

    • Before: If I'm not mistaken it was possible to toggle On channeling and switcih to firearm, so I could enable my channelling and then bulletjump, shoot and ground-slam to heal myself. (I'm not sure if the channeling was still enabled on switching. I know on launch of melee 3.0 phase 1 it was deactivated everytime you switched to anything else than the melee, but I think it was staying activated on 25.8.2 at least)
    • Now: If I'm in firearm, I have to first melee and then alt-fire to be able to do any life-stealing.

    It was more intuitive to have a "toggle" alternative mechanics on the same key as the alternative mechanics of the firearms. Now the melee alt-fire key is litterally an attack (it is also on some firearms but that's also not conftable at all, same goes for amps to me).

    I have no solution to the problem I'm pointing, sadly, but I would have been way more conftable by beeing able to "switch on/off" the heavy attack "stance" rather than "press to heavy attack", or maybe not, kinda hard to say.

    • Like 1
  5. il y a 14 minutes, Kaotyke a dit :

    Yeah, I'm kinda surprised no one is talking about it anymore.

    Not DE, not the players... It was kinda forgotten.

    The new game intro will come with a Mag Rework, and probably the starter quest rework as they mentionned during one stream.

    So until we hear about that Mag rework for the bullet manipulation, AND also the return of the Wall Running (they mentionned it in a devstream too), it's not coming.

     

    Also the gun the Orokin-Grineer had on the trailer is the orokin-version (prime ?) of the Duviri "Ersatz" rifle, it's possible to see the concept art on artstation. This could mean that the Duviri variant is a skin, or that both are coming as different variant. If it's a skin, it requieres the weapon to come before the launch of the Duviri paradox (not this year). If they are variant, then maybe the Duviri variant could come before the """"prime"""" version seen in the trailer, which would mean it releases after the Duviri paradox but that seems wayyy too far.

     

    If you analysis the CGI trailer, it seems that it will replace Vor's Prize quest, meaning the tutorial will be on another tileset. The tileset will probably be linked to what we saw on the trailer as the trailer ends on the tenno moving from inside the orokin tower in ruin. As they worked on the environment for the trailer, it sounds legit to me that the area will be ingame someday.

    That leads me to think that they're planning a complete rewamp of the Earth Grineer Forest tileset coming when that new player experience quest + intro will occures.

     

    If we check what we know about schedules:

    - 2019 -

    • Update 26.0 The Old Blood: (coming October 2019) Including Vauban & Ember Rework and Titania tweaks. Plus the new Kuva Lich system and a vampiric kavat.
    • Update x.x Empyrean Phase 1: including Orbiter Rework & Drydock plus rework of the Helminth chamber from what we heard in devstreams.
    • Update x.x Empyrean Phase 2: including Railjack gameplay missions with Grineer and Modular Archwing plus archwing gameplay rework.
    • Update x.x Empyrean Phase 3: probably including New War in december 2019 with the new Sentient Outpost Tileset and the Sentient faction expansion.

    - 2020 -

    • Update x.x Nightwave serie 3
    • Update x.x Empyrean Cropus: corpus mission for railjack.
    • Update x.x Duviri Paradox: including a new open-world tileset already in the work.

    We also heard recently that they're working on the Primary Kitguns, and the rest of Melee phase 3.

     

    Conclusion, I think the new CGI intro will come arround the same time as the Duviri Paradox, so problably after tennocon 2020.

    • Like 1
  6.  I've seen someone from the team DE replying to a post about "dojo decoration rotation bug" that would be fixed on the next mainline. But I don't see it in the things that will come (sounds legit as it's not a patchnote for now) will we still have it anyway ? (very important to me, as my dojo decoration is in standby since few month due to that bug and there is a very cool dojo contest just live so xD)

  7. I got more details on the Acceltra bug I've noticed the other days.

    The crazy-fire rate occures exactly on this specific situation: Jump, keep spacebar pressed, fire.

    It's having the spacebar pressed after a jump that produces the crazy-firerate, but you can do that after any jump type, and even during an aim glide.

     

    Here is a video capture: 

     

  8. Hm, after abit of testing on Gauss I've got an important opinion to share about him.

    When Rebbecca showcase him on the devstream, he looked very cool to play.
    But once we got him in our hand... How to say... The energy cost is extremly high, so we can't use him as Reb did on the stream with the "dev hacks" of infinite energy.

    In ~~ 3-4 use of the 1st ability I run out of energy, without any forma on him, but Rebecca was able to use all the power she wanted all the time and that change a lot the final result.
    I think overall a cost rewamp of the ability should be made, especially on the 1st and 3rd ability, the 2nd and 4th are fine cost wise.

  9. Le 09/09/2019 à 04:37, [DE]Momaw a dit :

    Pretty confident after comparing several examples that it's dependent on the TYPE of riven, not the specific fingerprint of the riven mod. So you're fine to go ahead and open that 🙂 Issue is in the way the chat link resolves, not with the function of the mod itself.

    I've checked after the last hotfix 25.7.5 and when I link my companion riven in chat it taggs as a "rifle riven" and saying also the same "prove yourself".
    And of course yap I know it can be opened, it's just that if having it veiled for you to copy will help fixing it faster.

  10. Le 07/09/2019 à 14:01, evilChair a dit :

    I thought that nightwave squad spawning relied on a PsRNG roll to determine whether there will be another squad followed by a PsRNG roll to determine how soon.

    Anyways, what's the difference between entropic ticks and stochastic PsRNG?; you've got me interested.

    From what I know of the entropic system, it's basically a timer loop that triggers at a fixed time interval. On each of those entropic ticks it attemps to spawn the mobs, based on the current entropic spawn chances. If it fails to spawn the mobs, then it add some chances to the spawn chances. This repeats up to the max chance cap value, for the increase, and once it success to spawn the mobs, the spawn chances resets to the base chances.

  11. Hey there.

    Two days ago I dropped one Melee riven on Sortie and when I linked it in the chat, the challenge was not visible, it was showing the "you will need to prove yourself before I reveal the beauty within this work."

    @[DE]Momaw checked with me that issue by replicating my account and it seems there was no problem with the riven itself.

    Today I obtained one Companion riven and the same issue is happening. I'll keep the riven veiled for that you can copy again my account to find out more clues on where the UI issue could comes from.

  12. il y a 7 minutes, evilChair a dit :

    I've often had two squads spawn one after the other, not even 10s between terminating the first and the next one spawning, in both s1 and s2, without having to get downed. then again, that was not on OV, and OV is OV, and OV is a hot mess

    No, OV is a Cold Mess ! xD
    And that actually happens in regular mission too, I don't know the exact timing between two Entropic Ticks and it could be different depending on directX 10 an 11 too maybe, and it doesn't really matter.
    To me avoiding to get downing is better cause technically dying = reseting everything, and in an entropic algorythme you prefer stacking ticks than reseting ticks.

  13. Il y a 9 heures, Dharlee a dit :

    I had a baby frame out this morning and all new stuff as well. I saw that this baptizer came out with the others and for some odd reason I could not seem to kill him. Not that he was so hard to kill, but he had a grey health bar and took no damage from any source. Not spoiler mode damage (like Kuva Knights) no melee, no anything. It appeared to me that he was either rezzing his cohorts or creating new ones from other mobs or a combination of both. In short, I "killed" or knocked out the others around 15 times before he finally died and I still don't know why he finally died. Interesting. I'd just like to know what the mechanics of this are supposed to be.

    The Baptizer requieres the Herald and Proselitizer to be killed first then it looses its invincibility.

    They also got kamikazing bombing ability, the three of them but not sure if it kills them or just damage the players.

  14. Hey there.

    I've noticed since couple of hotfixes, can't tell since when, that the atmospheric archgun got a little bug on their animation process.

    • When you shoot while aiming, it works as any weapon should, the character rotation is locked to the controller rotation (yaw rotation following the mouse rotation).
    • When you shoot without aiming, the character is using a strafing animation, with only the bottom of the body rotating and the character rotation is also locked to the controller rotation (yaw rotation following the mouse rotation).
    • When you sprint just after shooting, the character is also using the strafing movement code but with the sprint animation, resulting in the character facing the same direction as the controller rotation but the movement following the movement direction (diagonal or lateral movement having the foward-sprinting animation).

    This result in the character animation to make moonwalk / sliding on sides for the delay of the "in combat" stat after which the character act normally by following the rotation of the movement instead of the controller rotation.

    I'm describing this as it would work using unreal engine 4, as I made similar work on my own project. If you need more details about the issue I can try provide other informations / a record of the issue.

     

  15. Il y a 14 heures, Kwikwilyaqa a dit :

    Found one just now with the introduction of chapter 4 (he was in a group of 3 zealots and they rewarded 200 standing):

    Yep now the 3 zealot group grant 200 standing.

    Le 24/08/2019 à 22:29, fr4gb4ll a dit :

    then that might be why and i could then had them spawned soon after.

    That's basically the idea of the enthropic algorythme, each time it spawns it reset the counter and each loop_tick it increases the chances up to the cap.

    --

    We can now also get Standing by doing the Emissary Derelicts, gonna update the main post.

×
×
  • Create New...