Jump to content

Etzu

PC Member
  • Posts

    531
  • Joined

  • Last visited

Posts posted by Etzu

  1. Il y a 10 heures, sleepychewbacca a dit :

    They're more of a friendly NPC that'll revive you. 

    That's only for the Devotee.

    The Zealot having a droplist, they're killable so they're not friendly.

    Il y a 10 heures, KnossosTNC a dit :

    They will probably start spawning when Episode 2 comes on.

    Yeah I thought about that possibility, but why are they already in the droplist then ? Maybe to not have to publish an hotfix / update on episode 2 on the 2nd week of the serie, we'll see. As they said the serie 2 will interact with the game, by changing some thing, it's totally possible.

     

    Il y a 9 heures, (XB1)The Neko Otaku a dit :

    Already didn't trust arlo, and this cements it. Calling it it's just a hyper intelligent strand of the infested that infects through more subtle methods such as a savior in the middle of a hive. 

    Yeah I'm also wondering about that, as the serie 2 is named "the Emissary" and the final cosmetics, the Emissary Operator Suit, is totally an infested evil outfit I compared it to the serie 1 named "the Wolf of Saturn Six" that introduced a vilain dropping an armor bundle named after him. And those names "Zealots" made me thinking of a religious uprising, or an Inquisition, so either some fanatics will oppose Arlo and attack us, or Arlo's disciple will get corrupted and attack us.

    And I'm realizing just right now that the Zealots mobs would probably appears using that Emissary suit.

  2. Hey there,

    I've found in the public drop tables the name of three unkown units:

    • Zealot Baptizer (encountered since episode 4)
    • Zealot Herald (encountered since episode 3)
    • Zealot Proselytizer (encountered since episode 3)

    According to their name, and their droplist, they're linked to Nightwave serie 2 as the Devotee are (followers of Arlo that can spawn randomly on a tenno death to revive the fallen tenno).

    I didn't actually encounterd any Zealot during my tests, they seems to have a different encountering method compared to the serie 1 Fugitives that were based on an enthropic algorythme spawn mecanic type that increased their spawn chance by time passing up to a max cap reached arround 20 minutes, and that's not how Zealot spawns.

    So Tenno, let's hunt and gather information here together to locate those heretics.

     

    ## Update 2019 August 15 ##

    So they started to show since episode 3 release. It seems they're using a similar spawning pattern as the Saturn Six fugitives during serie 1.

    Here are the tips I gathered on how to farm them.

    • Avoid Sentient-Spawning missions, (uranus, lua), they seems to use the same game algorythme type, and the priority is on the mission base spawn units. (need confirmation for zealot) [Uranus not spawning them, info on 2019 August 20]
    • Avoid Plains of Eidolon, the Tusk Thumper seems to use the same spawning mecanics too, and the priority is on the mission base spawn units. (need confirmation for zealot)
    • Orb Vallis Thermia Fracture bonus, when the status is under control, will double the points. (need confirmation for zealot)
    • Entire Jupiter tileset may be blocking their spawn mecanics if the Amalgams groups use the same mecanics. (need confirmation for zealot)

    It seems that the level of the zealot is based on the mission current level, so high level content will spawn very strong units. The saturn six from serie 1 were still easy to deal with even at high level as you just had to avoid their molotov. But the zealots are way more dangerous even as they spawn only by two instead of three.

    For the serie 1 I farmed them first on pluto infested excavation, as mobs are braindead and it's a good way to farm relics meanwhile farming the nightwave standings. And when the thermia fracture event came with that double bonus I farmed on Orb Vallis with Ivara to farm both toroids and standing with extremly high efficiency of a x2 x2 + kavat charm (only for toroid), but it's repetitive as hell. Another good way is while doing kuva survival but it's high level content so maybe they're going to be too high level and annoying to deal with.

    But since that we got Jovian Concorde update with the new gamemode disruption, which can sometime provide also x2 resource bonus but may have spawn blocking mecanics due to the amalgams and demolysts, this will need study and confirmation. My idea would be to do the disruption until getting the resource bonus and then just keep killing mobs over and over while waiting for the zealots to spawn. But it's also possible that this mission bonus won't apply to zealots.

    Currently I think there is no specific mission that would increase their chance to spawn, just avoid the missions that have innate similar spawning mecanics.

     

    ## Update 2019 September 05 ##

    Since the release of episode 4, the Baptizer spawn now with the Herald and the Proselytizer. They now reward 200 standing per group spawn.

    There is also a new mecanic since the episode 4, by completing an Infestation Outbreak (the 3 mission of the node) you'll receive one Zealot Derelict Code, this allows to reach some new type of Derelict mission where some new infested units show and rewards some standing upon completion.

    From my observations, no Zealots spawned on Uranus so far, but I've not farmed that much on Lua nor Jupiter nor Plains of Eidolon.

    So now it's time to purge the heretics with fire !

    • Like 5
  3. Il y a 9 heures, Circle_of_Psi a dit :

    29th of July Week we'll get it, if not around 1st/2nd of August Weeks or if they really push it 3rd week of Aug

    I just remembered that I searched yesterday the Canadian vacation dates and I found that:

    "nearly 25% of Quebec workers are on holiday during the last complete week of July and first week off August (known as the Construction Holiday)."

    So maybe they also take holidays at those time, meaning 29th july would be nop and 1st week of august too. But it's not a goto, all depend on the vacation schedule on DE.

  4. il y a une heure, DrivaMain a dit :

    You forgot one thing that could push empyrean slightly further The 3rd and Final Orb Mother Boss Fight. If DE push this update Empyrean could get slightly push back by a month or more because players have content to chew thus giving time for DE to polish things more or they could ship it with empyrean and maybe release it based on your assumptions.

    I'm convinced the 3rd orb fight is related to the mission above venus we saw on tennocon 2018. Nef Anyo was upset as if he lost something. Right now we got two orb fight to rekt his work and got no reaction at all about it. Why would he bombard the Vallis, which is his profit source right now, except because he doesn't profit anymore from it ? (aka his 3rd orb down)

    Plus Don't you Feel STRANGE that the 3rd Orb Mother is ... near the .... "SPATIOPORT", that's probably an intentional huge hint there XD.

    The 3rd orb fight could also simply be the way to drop Gauss, and later on when Empyrean is ready the consequences of our blitzkrieg against the Orbs will lead Nef Anyo to come and bombard the Vallis in introduction of the Empyrean Update (so no direct temporal link between 3rd orb fight and Empyrean) Last time we heard about the 3rd orb fight, Scott said they started to work on the fight concept, we'll probably learn things about it on the next devstream as well as on abilites of Gauss.

    I think it's fair to say Empyrean won't come this month, makes more sense for it to come next month, all depend on the setting of the "how do we get the railjack", if it's the mission from tennocon 2019 then it needs some events before, if it's another way it needs only the time to finish the dev.

    • Like 2
  5. Il y a 1 heure, Circle_of_Psi a dit :

    To back up your proof even more, I stormily suggest you go see @Etzu Post. He/She made a massive valid point. and to spice it up a bit even more for Both of you! (Yes I kown At-ing someone alerts them) I've got another juicily thing for you.

    Steve said that Empyrean is "bleeding into Summer" (this year ofc).

    Summer 2019 in Northern Hemisphere began on Friday, 21 June and ends on Monday, 23 September (All dates are in United Kingdom Time and most of Europe, keep im mind)

    So if we are lucky 29th of July Week we'll get it, if not around 1st/2nd of August Weeks or if they really push it 3rd week of Aug

    As pointed out to by quite alot of people we go by this factor (Empyrean in nearby 2 month). 2 Month's is Aug-Set (and Oct-Nov is for something else, as it''s only one more until Dec), but hopefully the latter above, does not stretch onto September, cuz that be a long time without solid content and no one wants a repeat of last-year

    I also managed to get the info that the next warframe stream will start only on July 16th. So it means no devstream before July 19th, which is probably a strong "not before 19th + 7day" for Gauss release, and so probably also no Empyrean before.

    And also I read that the team has no release date for Empyrean, as in "we have no idea when it's ready", but they also said "we want to ship it as faster as possible, when it's ready", so it's close, but not close enought for them to be able to estimate the time left needed to complete what must be done.

     

    Note: here is a link to the mentionned post of mine: 

     

  6. I also thought about an idea on how we could have modular warframe, but first the Lore must lead us to it. Gameplay wise it's "simple":

    • The Chassis would define the appearance and the type. (female, male, tank, support, cartboard, etc)
    • The System would define the abilities of the warframe. (passives, and powers)
    • The Neuroptics would define the stats. (base health, shield, armor, energy, speed)

    The real difficulty here is in the "why can we suddenly make modular warframe", it's currently not really "possible" in the lore, as in we have no technology to do that in our hands. But as the next big update, Empyrean, will bring modular Archwings, which are extremly close to Warframe, we're on a good path to get modular warframe someday.

  7. The Duviri Paradox is the thing on which they were supposed to start working once verything was good for Empyrean (so we can assume the art team did all what was needed to be done on Empyrean, due to the Duviri teaser which involve a lot of art-team related work)

    New War was supposed to be released before tennocon but it seems it takes longer than expected, but we learnt that sentient space-flying units are already in the work, so it's coming after Empyrean technically.

     

    Now think about one thing, why did Jovian Concorde received the "25.0.0" number instad of another "24.x.x" number ? What did the concorde update brought to the game that was worthing an update number changing. As Fortuna Update was the "24.0.0", and all the Fortuna contents are not done yet, like the third orb fight for example, and as there was no big addition to the game, as in no new big open-world with a big faction and quest, I really think that the Jovian Concorde update was the first stone of what is coming next.

    So let's make a list:

    • Doing a full rewamp of an area was not suffisiant to merit an Update number increase for the PoE entire remaster, so the tileset remaster itself isn't enought for that.
    • Gameplay addition, Arbitration got added without increasing the update number last year, so it's not the new Disruption gamemode that explain the Update number increase.
    • A new bossfight isn't enought to make the Update number increase as well, we got two bossfight in fortuna and they only increased the Update second number, like "chapter of this update".
    • A new quest ? Well we got none so let's skip that one directly.
    • A new mini-lore addition, that's also not enought as the Nightwaves update brought some minor update increase (second digit number changes).

    So what got added with the Jovian Concorde Update 25.0.0 to the game that could explain it ?

    The answer is Vapos Aquilas. What's that ? Well it's the Empyrean new Corpus Space fighter unit. Some can be encountered on the new Jupiter Gaz City remaster, with flying patterns, and are scannable. The Bossfight also provided a small preview on the flying motion.

    As we now know for sure that New War is coming this winter, it could be a different Update number than Warframe Empyrean, or could be part of it, but I'm convinced the Update number for Empyrean is "25.x.x".

    Now some guesses on when ? Steve stated that the preview shown on tennolive was running under the new rendering engine for warframe, with new overall lighting thing, and guess what ? I think this new renderer engine is already deployed and came with the "25.3.0", I'm pretty sure of that cause my liset never looked that shiny on the loading screen, and the kuva fortress also never looked that "nice", as if all textures were redone but with the update download size it's not a material remaster, but could be the light rendering upgrade used on the Empyrean demo.

    Steve also mentionned during the Devstream where they made the Roadmap whiteboard that the team was going to start working on the next big thing, as in 2020 thing, arround November once everything was done for Empyrean, and that next big thing was the Duviri contents. According to the teaser we saw about the Duviri Paradox, the art-team already started to work on the landscape and some 3d units, some probably shared with Empyrean such as the big leviathan we saw on one void-translation. Connecting those Duviri infos with the art pannel, Geoff said to pay attention to one weapon bundle including one goldish rifle and its teal variant and a teal sword, the bundle was named "Duviri Bundle", and that same goldish rifle is the rifle carried by the Grineer units in the new player experience trailer, the "orokinish" grineer I mean. So my guess here is that at least the art-team is done with the major work on Empyrean, which means all the 3d assets are done, as well as major animation works.

    What I understood from the tennocon things we heard in the twitch live is that right now the Orbiter rework isn't totally ready, the lower part of the ship was mentionned to still be in the work, so that's probably something that requieres to be done for Empyrean to come. Also Geoff mentionned during the Art Panel that one new archgun weapon, included in the Railjack weapon Bundle we saw image of, already got a working model ingame but what he said also hinted it's not 100% ready yet but already "playable" in their devbuild, so I also think it's needed to be done to make Empyrean come. Rebecca said something during the Sound Panel that makes me think the voice actor of Nef Anyo worked on some new things for Empyrean as Nef Anyo voice and that seems to be also already done and ready so that part I think the sound is ready for Empyrean as they're already working on the Duviri Paradox (the music at least).

    We also saw some new Infested Units during the Empyrean Demo, on a tileset of an orokin derelict which is an Infested version of Lua Tileset, so it seems to also be pretty ready, either the tileset and the units, but we also heard that new things about infested are coming soon(tm) with the Nightwave Serie 2, which right now we have absolutly nothing new as infested units. So we'll probably have to wait at least that the new units seen in the Empyrean Demo are added to the game via the Nightwave Serie 2 episodes. (this here, in my opinion, adds at least one fixed "+15 days from now" to the release of Empyrean)

    We also learnt that the Speedframe, aka Gauss, is close, and we'll probably see his powers on the next Devstream with approximatly one week to go after the devstream for him to got released so this here also adds one fixed "time to Devstream (min 4 days) +7 days or more" to the release of Empyrean.

    Then one Tweet from the voice actor of Cephalon Cy, that got retweeted by the PlayWarframe twitter page said: "You'll all become well acquainted with Cy when PlayWarframe Empyrean hits later this year!", here is where I'm starting to loose confident on the "soon(tm)" of Empyrean update. When I read "later this year" I understand "in 3 month at least", but the year got only 5 month from now, and New War is planned to come in 5 month as the final update of the year before holidays. The new prime just came, meaning the next one is in approx 3 month, and inbetween the runner is probably coming. Normally another prime should be released before the end of 2019, after runner, leading to the conclusion that the kirby-frame is coming in 2020, if we follow the logic schedule.

    Then you start to feel how the time is starting to miss to release everything that should be released within the five next month, don't you ?

    I think we can say without doubt that Empyrean needs AT LEAST 20 days from now. The next Devstream will probably give us a window of release, but until we have the date of the next Devstream (which could be in 4 days, or in 11 days, or in 18 days, or in 25 days, etc) we can say for sure that Empyrean isn't coming yet.

    Steve also said, during the Roadmap writing on the Whiteboard, that Empyrean was "bleeding into summer", and Duviri was going to be started to work on arround the Fall, so summers end on the 23rd of September, which is in abit more than 3 month so I think we're safe to say it's coming between next week and the end of September if nothing goes wrong.

    • Like 4
  8. Hey there,

    While testing something about wukong passive I've noticed that when you leave, by returning to the town, either Plain of Eidolon or Orb Vallis, the 3 death buffs are not reseted on re-entering the free-roam. You'll keep the same 3 buff selection for your passive and also it keep the death count, meaning that if you died once, you leave the free-roam and re-enter it you'll have 2 death buff left to obtain and those are the two that were selected the first time you entered the free-roam.

  9. Il y a 2 heures, MillbrookWest a dit :

    If you want to compare if the setting is not working as intended use: "High vs Low" and then compare to "Off" for objects that you think have an issue.

    Well as the same setting (GPU particle disabled + Particle System Complexity Low) before 25.0.0 had way less particles than the same setting under 25.x.x. But I'm really think now that it's not some GPU particles that are rendered when the setting is "off" but some higher-complexity-level Particle System Complexity from the Medium value under the setting Low (we can't turn it off).

  10. Hey there,

    While doing my nightwave challenge I noticed that the fishes were appearing three time on my screen, it's only occuring on PoE, I've just checked if the Vallis fishes did the same and they don't. So here is a screenshot of what I've seen:

    yGajjEs.jpg

    6oSvzaK.jpg

    hQiFReN.jpg

    cKIkP5p.jpg

     

    The duplicated rendered seems to vanish either from distance of when the fish is not above some close-enought terrain (the shore).

    My settings are all turned as lowest as possible, and under dx 10, I have some screenshots taken with the f6 key if they're needed for technical details.

  11. Hey there,

    I've noticed that issue occuring on the release of the atmospheric archguns, on fortuna part 2 update all of them had their firing animation using a mix of reload and deploying animation when used on ground. Since then, some of them got fixed but some are still not.

    I've also found an energy fx issue on the fluctus but it's also on space so I've made another thread specially for the fluctus right here: 

     

    About the ground animations issues:

    • Corvas: animation is fine.
    • Cyngas: animation is broken, the gun barrel muzzles part are not openning as they do in space firing version.
    • Dual Decurion: animation broken, the gun slider goes back and forth as if each time it fired the magazine turned empty.
    • Fluctus: animation broken, the gun "barrel" fire animation seems to be a reverse of the fire / deploy, but it's definitly not the correct animation.
    • Grattler: animation is fine.
    • Imperator Vandal: animation broken, the upper slider goes back and forth as if each time it fired the magazine turned empty. (not tested on vanilla imperator)
    • Larkspur: animation is fine. (always has been fine since its release)
    • Phaedra: animation is fine. (it has been fixed few hotfix ago, it was broken on release)
    • Velocitus: animation broken, the rail-barrel un-deploy after every shot and redeploy as from the reloading animation.
  12. ## Update 25.2.0 ##

    Still semi present.

    • [Fixed] Duplicated mod used on sentinel weapons granting additionnal set rank effect. (not effective anymore)
    • [Not Fixed] Mod equiped on sentinel still grant set bonus count when the sentinel / moa is not equiped. (with a kavat / kubrow / helminth / no companion)
  13. Update 25.2.0: issue still present.

    I'm starting to thing that the issue is indeed that the Particle System Quality setting "Low" applies an higher level setting, as now I have some vertical water splash on cetus fishing hotspot, never seen that before 25.x.x using "Low" setting for Particle System Quality, I had only the white sprite on the water surface nothing going vertically before.

  14. Not sure if it's really a bug or a balance issue but the Vapos Elite Crewman and Vapos Moa fire their exergis weaponry at least once per second, versus one per 2 second for an unmodded version used by a player. That makes the Vapos Elite Crewman and the Vapos Moa extremely powerfull and new players without arcanes are just shred to death.

    I don't remember that they used to deal that much damage during Hostile Merger, as I easily soloed up to lvl 200(ish) mobs with a Valkyr, while today after long tests a rhino with 11k iron skin armor value is shred like hot knife through butter.

    I'm sure it's a recent damage increase that appeared with the hotfixes after the end of Hostile Merger.

  15. Not much to say about it, it's a very good bossfight, maybe abit extreme on the oneshoot like we have not that much way to realise we're getting oneshooted. On keyla there is an indicator that orbital strike will occures with a timer and ground targeting, on Eidolons we have audio dialogues indications, animations indications and sound indications. But the ropa, I feel that the moment between you realise he's casting his beam and that he's targeting you, if you even have him in your screen as he fly all arround, you're pretty dead within 1 or 2 sec if you don't have any invulnrability capacity (rolling guard, wisp 2nd ability, operator mod, etc)

    To me it's not the fact that he oneshoot which is kinda bad, just that it's extremly hard to realise you're getting oneshooted soon (tm).

    Outside of the gameplay, he's abit heavy in term of particle performance, between enemies and all the fx there and there, but that's not really realted to the boss itself, more to the fx issues from the update and the mobs themselfs.

    I'm impatient to see the next bosses, bosses reworks, whatever, they're more and more amazing and more and more enjoyable ! Keep on it.

×
×
  • Create New...