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HunterDigi

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Posts posted by HunterDigi

  1. The distance to enemies on the map compared to distance in the world is very different from normal missions, and it's so tiny I can barely tell where anything is.

    For context, I use overlay minimap 99% of the time, gives me great perception where I fail to otherwise see things, but in circuit it's so hard to see anything on the minimap :/

    https://imgur.com/a/SIZB4c0

    07nm9wL.png

     

    Also harrow's 4 thingie completely covers it, this is mostly because of how tiny it is, but I wouldn't be against that icon be moved to the right where other warframes' special things are (like voruna's held ability and such) 

    woGNbXi.png

  2. Yeah I'm concerned about its length too, maybe it will skip the part with the pipes? Or maybe the elements won't contribute such miniscule amounts making everyone feel useless...

     

    But tbh I'd also go with replacing survival with alchemy... or giving survival the same treatment that deep achimedia got, manually call some enemy to defeat and reduce timer.

     

      

    On 2024-04-27 at 1:14 AM, KaitouGir said:

    Alchemy has no fail mechanic like defense or survival. I’ll take it over defense any day.

    Survival technically doesn't have one either, you could be killing nothing and the lifesupport nodes are enough, it's just an utterly boring mode, a literal 5 minute wait timer... too long, too uneventful, nothing we can do to speed it up at all, depressing all over xD

  3. On 2024-05-18 at 8:13 AM, Venus-Venera said:

    actually there should be fixed rotation. So something like bramma>hek>sobek etc. So no random, but a list is run through from top to bottom with each kill.
    Because the whole thing doesn't make any sense at the moment.

    I got both new weapons on the 2nd kill. maybe it was just a bug. But I definitely don't have as much patience as I used to.

    Fixed rotation that progresses which each larving kill but does not reset on stab? That's pretty bad... it would be similar in cases where you have none or looking to get one the first time, but it's way worse for getting the same gun on repeat to upgrade, guaranteed 20 runs to get it.

    • Like 1
  4. My experience so far is instead of playing matchmaking with lich/sisters I'm stuck in an seemingly endless loop of solo exterminate to get that Sobek to drop... which of course I can't play with other people because it's not designed for that.

     

    And yes I know about the pool system which is not really useful for upgrading a single weapon like in the current case.
    Also apparently Sobek was not included in my current partial pool (and likely everyone who unlocked liches has a partial pool from playing a valid grineer mission and ignoring the larva).
    I got Tonkor 3 times (I'm not 100% sure on the first one, but I certainly got it 2 times after that, and no Sobek until long after that; no mission aborts on the Tonkor ones), this makes it rather depressing this time and any future time lich weapons are added, as I will again have to reach the end of my pool to even get the chance to get the new one(s).

     

    Some solutions (pick one, pick all, whatever):

    • A way to influence the type of weapon that drops by downing the larva with one of that type (if it goes down from anything other than a weapon then full random as before)
    • Larva/candidate to appear in other modes and needs to be per-player in some way, so that playing with other people isn't detrimental to getting a lich/sister.
    • Candidate (for sister) needs to spawn from simpler things than doing a Parvos rift thing, it's not practical to do that in matchmaking.

     

    After you get a Lich/Sister, the gameplay experience has improved a lot for public matchmaking so I'm hopeful this weapon choice part is also improved in some way to make it less repetitive.

    • Like 2
  5. I'm not a fan of the screenshake recoil in general, it makes it very hard to see anything, my eyes start hurting from it. (my 60hz IPS monitor might contribute to this, but then people playing on TVs would get a much worse effect)

    I prefer regular recoil that punches view towards up. If this screenshake is accesibility for input, please make it an option to replace shake with recoil.

    Prime example is Titania's exalted pistols, they screenshake in all directions instead of just recoiling up.
    I can zoom to remove that entire screenshake but then I have this very narrow FOV that induces motion sickness if used too much.

    • Like 1
  6. The bug where it removes various basic things from you, most commonly disabling abilities and operator.
    I had the worst one today during an elite deep archimedia which disabled: abilities, operator, any kind of attacking, sprint, crouch, jump, picking up items and chat (I could only open it through the esc menu). I was only able to stroll around at the jogging speed, it was painful.

    The usual fix for this is to self-revive after you've fully died, which obviously I can't do in the game modes that don't allow it (which exactly what happened the first time I tried the 60-eye boss, got this bug and tried to self-rev, but surprise it's disabled so of course that was a waste time)

    And since this has been an issue for years with seemingly no progress, can we please get /unstuck to also respawn our character just like that self revive would? This should work in all modes especially ones where you can't self-revive after fully dying.

    • Like 3
  7. 22 hours ago, Biohazard_xPRx said:

    Could it also mean that leaving 1% of the armor unstripped + the current Corrossive 75% buff/armor “bypass” is better than full strip even at level cap? 

    They said they're collapsing health-types into per-faction and they won't change weakness/resistances in realtime if you strip armor or destroy shields, No more worries about fully stripping resulting in less damage 🙌

    Quote

    As well, Damage Resistances won’t change just because an Enemy’s Armor or Shields are removed; since they’re set per Faction, those Weaknesses (or Resistances) will continue to affect whatever Health Type they have equally.

    • Like 2
  8. 13 hours ago, [DE]Sam said:

    Cold has a new stack cap!

    Reminder that there's a legendary arcane that increase damage taken per cold stack, a cold stack cap would make that arcane no longer worth its tier.
    Is it really that big a deal to have uncapped stacks for cold? The freezing logic can work with it to keep it the way you guys want without it being capped.

    EDIT: There's also primary weapon arcane that gain multishot&CD per cold status, I sure hope that at least doesn't break from capping cold stacks 👀

     

    13 hours ago, [DE]Sam said:

    Players’ Armor is to be untouched.

    Players’ Shields are to be untouched.

    What about allies? Most importantly ones we have to protect or mission fails.

    • Like 5
  9. Doing today's sortie at Pluto/Minthe with Augmented enemy shields.

    After a few waves we just suddenly got defense failed, I've no idea what happened, I didn't notice the NPC going down (no sound or HUD marker).

    But then I also don't see anything in the log, I used https://semlar.com/deathlog to see what killed it and it's absolutely nothing there :/


    Here's the log from EndOfMatch backwards a few hundred lines, I'm not sure what time scale this leading number is but I hope it's sec.ms =)

    Quote

    2999.140 Game [Info]: Ending injury CorpusFireDamageProc
    2999.140 Game [Info]: Ending injury CorpusPoisonDamageProc
    2999.141 Game [Info]: Ending injury CorpusFireDamageProc
    2999.141 Game [Info]: Ending injury CorpusPoisonDamageProc
    2999.174 Game [Info]: Ending injury CorpusFireDamageProc
    2999.174 Game [Info]: Ending injury CorpusPoisonDamageProc
    2999.190 Game [Info]: Ending injury CorpusFireDamageProc
    2999.190 Game [Info]: Ending injury CorpusPoisonDamageProc
    2999.770 Script [Info]: Prism.lua: Prism Burst: checked 6 NPC in 0.095 ms total (0.094 ms peak)
    2999.785 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3000.434 Net [Info]: NAT bound for client to (RemovedIP):4955
    3000.434 Net [Info]: 1 proxy connection(s)
    3000.855 Game [Info]: Ending injury CorpusFireDamageProc
    3001.621 Game [Info]: Ending injury CorpusFireDamageProc
    3001.621 Game [Info]: Ending injury CorpusPoisonDamageProc
    3001.871 Game [Info]: Ending injury CorpusFireDamageProc
    3001.871 Game [Info]: Ending injury CorpusPoisonDamageProc
    3002.721 Game [Info]: Ending injury CorpusFireDamageProc
    3002.721 Game [Info]: Ending injury CorpusPoisonDamageProc
    3003.188 Game [Info]: Ending injury CorpusFireDamageProc
    3003.188 Game [Info]: Ending injury CorpusPoisonDamageProc
    3003.256 Game [Info]: Ending injury CorpusFireDamageProc
    3003.370 Game [Info]: Ending injury CorpusSlashDamageProc
    3003.370 Game [Info]: Ending injury CorpusPoisonDamageProc
    3003.816 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpDown27 but already running /Layer1/Layer6/JumpAction126
    3004.849 Script [Info]: PlayerScript.lua: Combat -> idle
    3006.284 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction184 but already running /Layer1/Layer6/JumpAction82
    3006.651 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3008.567 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpAction186 but already running /Layer1/Layer6/JumpAction82
    3009.851 Sys [Info]: Created /Lotus/Interface/FocusGainMessage.swf
    3010.800 Sys [Info]: ResourceLoader 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) Found 1 items to load (0ms) [Heap: 1,416,784,336/1,746,010,112 Footprint: 4,599,861,248 Handles: 1,152]
    3010.800 Sys [Info]: 2 unique static loader(s) running
    3010.800 Sys [Info]: Resloader 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) starting
    3010.813 Sys [Info]: Resource load completed 0x0000027708D4E5B0 (/Lotus/Interface/Icons/StoreIcons/Resources/CraftingComponents/AlloyPlate.png) in one pass and 0.0s (I/O ~= 0.0%, inherited 1 of 1)
    3010.868 Script [Info]: PlayerScript.lua: Idle -> combat
    3011.488 Net [Info]: IRC out: PONG  :i5.local
    3012.066 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/MantleUp1 but already running /Layer1/Layer6/JumpAction21
    3012.255 Net [Info]: NAT bound for server to (RemovedIP):4950
    3013.702 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
    3013.818 Game [Info]: Ending injury CorpusPoisonDamageProc
    3014.199 Script [Info]: FocusBoost.lua: OnFocusBoostEvent(false)
    3014.648 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3014.686 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
    3014.985 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
    3016.398 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3016.419 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
    3017.448 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction47 but already running /Layer1/Layer6/JumpAction21
    3018.320 Game [Info]: Ending injury CorpusFireDamageProc
    3020.237 Game [Info]: Ending injury CorpusFireDamageProc
    3021.082 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3022.019 Game [Info]: Ending injury CorpusFireDamageProc
    3022.386 Game [Info]: Ending injury CorpusFireDamageProc
    3022.687 Game [Info]: Ending injury CorpusFireDamageProc
    3022.699 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction220 but already running /Layer1/Layer6/JumpAction21
    3022.720 Game [Info]: Ending injury CorpusFireDamageProc
    3022.971 Game [Info]: Ending injury CorpusFireDamageProc
    3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.971 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.972 Game [Info]: Ending injury CorpusFireDamageProc
    3022.972 Game [Info]: Ending injury CorpusFireDamageProc
    3022.972 Game [Info]: Ending injury CorpusFireDamageProc
    3022.972 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.972 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.987 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.987 Game [Info]: Ending injury CorpusFireDamageProc
    3022.987 Game [Info]: Ending injury CorpusPoisonDamageProc
    3022.988 Game [Info]: Ending injury CorpusFireDamageProc
    3022.988 Game [Info]: Ending injury CorpusFireDamageProc
    3022.988 Game [Info]: Ending injury CorpusPoisonDamageProc
    3023.002 Game [Info]: Ending injury CorpusFireDamageProc
    3023.003 Game [Info]: Ending injury CorpusFireDamageProc
    3023.003 Game [Info]: Ending injury CorpusPoisonDamageProc
    3023.321 Game [Info]: Ending injury CorpusPoisonDamageProc
    3023.938 Game [Info]: Ending injury CorpusPoisonDamageProc
    3023.949 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3024.211 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
    3026.910 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/MantleUp2 but already running /Layer1/Layer6/JumpAction21
    3026.983 Game [Info]: Ending injury CorpusPoisonDamageProc
    3026.998 Game [Info]: Ending injury CorpusFireDamageProc
    3026.998 Game [Info]: Ending injury CorpusPoisonDamageProc
    3028.998 Game [Info]: Ending injury CorpusPoisonDamageProc
    3029.211 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3029.411 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3032.482 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3032.482 Game [Info]: Ending injury CorpusFireDamageProc
    3032.960 Script [Info]: Prism.lua: Prism Burst: checked 8 NPC in 0.045 ms total (0.044 ms peak)
    3033.615 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3033.615 Game [Info]: Ending injury CorpusFireDamageProc
    3034.794 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxUniversal.png
    3034.828 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpDown3 but already running /Layer1/Layer6/JumpAction126
    3034.866 Game [Info]: Ending injury CorpusSlashDamageProc
    3034.866 Game [Info]: Ending injury CorpusFireDamageProc
    3035.498 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3035.498 Game [Info]: Ending injury CorpusPoisonDamageProc
    3035.782 Game [Info]: Ending injury CorpusPoisonDamageProc
    3035.816 Game [Info]: Ending injury CorpusPoisonDamageProc
    3036.802 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown16 but already running /Layer1/Layer6/JumpAction82
    3037.554 Game [Info]: Ending injury CorpusFireDamageProc
    3038.501 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
    3039.224 Snd [Error]: Stopping looping positional sound /Lotus/Sounds/Weapons/BulletImpacts/Default/BeamImpactDefaultLoop because it has no emitter (could be left dangling)
    3040.617 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/StepUp0 but already running /Layer1/Layer6/JumpAction82
    3040.638 Game [Info]: Ending injury CorpusSlashDamageProc
    3040.638 Game [Info]: Ending injury CorpusPoisonDamageProc
    3040.639 Game [Info]: Ending injury CorpusPoisonDamageProc
    3040.656 Game [Info]: Ending injury CorpusPoisonDamageProc
    3040.736 Game [Info]: Ending injury CorpusPoisonDamageProc
    3041.404 Game [Info]: Ending injury CorpusPoisonDamageProc
    3041.470 Game [Info]: Ending injury CorpusPoisonDamageProc
    3041.654 Game [Info]: Ending injury CorpusPoisonDamageProc
    3043.905 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3044.572 Game [Info]: Ending injury CorpusPoisonDamageProc
    3044.638 Game [Info]: Ending injury CorpusPoisonDamageProc
    3044.784 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxB.png
    3045.501 Net [Info]: NAT bound for client to (RemovedIP):4955
    3045.501 Net [Info]: 1 proxy connection(s)
    3045.938 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3045.938 Game [Info]: Ending injury CorpusFireDamageProc
    3047.516 Game [Info]: HandleSquadMessage from (RemovedIP):4950 REGION (host: 0)
    3047.533 Script [Info]: PlayerScript.lua: Combat -> idle
    3047.599 Net [Info]: NAT bound for client to (RemovedIP):4955
    3047.599 Net [Info]: 1 proxy connection(s)
    3047.616 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3049.999 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/StepDown1 but already running /Layer1/Layer6/JumpAction21
    3051.399 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/StepDown5 but already running /Layer1/Layer6/JumpAction126
    3053.549 Script [Info]: PlayerScript.lua: Idle -> combat
    3055.765 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3056.432 Game [Info]: CatbrowPetAvatar1225 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction82
    3057.322 Net [Info]: NAT bound for server to (RemovedIP):4950
    3059.065 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3062.917 Script [Info]: FocusBoost.lua: OnFocusBoostEvent(true)
    3062.918 Sys [Info]: Created /Lotus/Interface/FocusGainMessage.swf
    3063.120 Game [Info]: Ending injury CorpusFireDamageProc
    3064.091 Game [Info]: Ending injury CorpusPoisonDamageProc
    3064.106 Game [Info]: Ending injury CorpusPoisonDamageProc
    3064.121 Game [Info]: Ending injury CorpusFireDamageProc
    3064.250 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/MantleUp5 but already running /Layer1/Layer6/JumpAction82
    3064.485 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpDown36 but already running /Layer1/Layer6/JumpAction21
    3065.105 Game [Info]: Ending injury CorpusPoisonDamageProc
    3065.121 Game [Info]: Ending injury CorpusPoisonDamageProc
    3065.271 Game [Info]: Ending injury CorpusPoisonDamageProc
    3065.439 Game [Info]: Ending injury CorpusFireDamageProc
    3066.072 Game [Info]: Ending injury CorpusPoisonDamageProc
    3066.089 Game [Info]: Ending injury CorpusPoisonDamageProc
    3066.400 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown20 but already running /Layer1/Layer6/JumpAction82
    3066.583 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpAction176 but already running /Layer1/Layer6/JumpAction126
    3066.838 Game [Info]: Ending injury CorpusPoisonDamageProc
    3067.103 Game [Info]: Ending injury CorpusPoisonDamageProc
    3067.441 Game [Info]: Ending injury CorpusSlashDamageProc
    3067.441 Game [Info]: Ending injury CorpusPoisonDamageProc
    3067.743 Game [Info]: Ending injury CorpusPoisonDamageProc
    3067.760 Game [Info]: Ending injury CorpusPoisonDamageProc
    3067.825 Game [Info]: Ending injury CorpusPoisonDamageProc
    3068.603 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/JumpAction175 but already running /Layer1/Layer6/JumpAction126
    3068.686 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/MantleUp3 but already running /Layer1/Layer6/JumpAction82
    3068.741 Game [Info]: Ending injury CorpusPoisonDamageProc
    3068.757 Game [Info]: Ending injury CorpusPoisonDamageProc
    3068.792 Game [Info]: Ending injury CorpusPoisonDamageProc
    3070.023 Game [Info]: Ending injury CorpusPoisonDamageProc
    3070.176 Game [Info]: Ending injury CorpusPoisonDamageProc
    3071.159 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3071.159 Game [Info]: Ending injury CorpusPoisonDamageProc
    3071.294 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3071.294 Game [Info]: Ending injury CorpusPoisonDamageProc
    3071.388 Sys [Info]: ResourceLoader 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) Found 1 items to load (0ms) [Heap: 1,440,289,776/1,746,010,112 Footprint: 4,668,125,184 Handles: 1,147]
    3071.388 Sys [Info]: 1 unique static loader(s) running
    3071.390 Sys [Info]: Resloader 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) starting
    3071.418 Sys [Info]: Finished load of Texture batch (1) [0.02s and 2 frames at 8 ms/frame avg, 0 ms/update peak], 1/0/2, 1 item(s), 0k total so far, 4.82% utilization
    3071.418 Sys [Info]: Resource load completed 0x00000276F7A993B0 (/Lotus/Interface/Icons/ModBuffIndicators/FrozenFlowBuff.png) in one pass and 0.0s (I/O ~= 0.2%, inherited 0 of 1)
    3072.438 Game [Info]: Ending injury CorpusFireDamageProc
    3073.002 Script [Info]: Prism.lua: Prism Burst: checked 7 NPC in 0.32 ms total (0.32 ms peak)
    3073.719 Game [Info]: Ending injury CorpusFireDamageProc
    3073.769 Game [Info]: Ending injury CorpusPoisonDamageProc
    3075.552 Game [Info]: Ending injury CorpusPoisonDamageProc
    3077.319 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3078.069 Game [Info]: Ending injury CorpusSlashDamageProc
    3078.069 Game [Info]: Ending injury CorpusFireDamageProc
    3078.455 Snd [Error]: Buffer underrun streaming /Lotus/Sounds/Ambience/GrineerForest/Misc/GrnForestWindWhistleC.wav (0 active streams)
    3080.845 Game [Info]: CatbrowPetAvatar1129 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction21
    3081.500 Game [Info]: Ending injury CorpusFireDamageProc
    3082.595 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction127 but already running /Layer1/Layer6/JumpAction21
    3082.750 Game [Info]: Ending injury CorpusPoisonDamageProc
    3082.783 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3082.783 Game [Info]: Ending injury CorpusFireDamageProc
    3083.301 Game [Info]: Ending injury CorpusSlashDamageProc
    3083.301 Game [Info]: Ending injury CorpusFireDamageProc
    3083.302 Game [Info]: Ending injury CorpusSlashDamageProc
    3083.302 Game [Info]: Ending injury CorpusFireDamageProc
    3083.316 Game [Info]: Ending injury CorpusSlashDamageProc
    3083.316 Game [Info]: Ending injury CorpusFireDamageProc
    3083.630 Game [Info]: CatbrowPetAvatar1134 tried to execute /Layer1/Layer6/VaultDown6 but already running /Layer1/Layer6/JumpAction126
    3085.083 Game [Info]: Ending injury CorpusPoisonDamageProc
    3085.115 Game [Info]: Ending injury CorpusFireDamageProc
    3085.362 Game [Info]: CatbrowPetAvatar1129 tried to execute /Layer1/Layer6/JumpAction63 but already running /Layer1/Layer6/JumpAction21
    3086.866 Game [Info]: Ending injury CorpusFireDamageProc
    3086.882 Game [Info]: Ending injury CorpusFireDamageProc
    3086.882 Game [Info]: Ending injury CorpusPoisonDamageProc
    3087.649 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3087.649 Game [Info]: Ending injury CorpusFireDamageProc
    3087.649 Game [Info]: Ending injury CorpusPoisonDamageProc
    3087.999 Game [Info]: Ending injury CorpusSlashDamageProcRobot
    3087.999 Game [Info]: Ending injury CorpusFireDamageProc
    3087.999 Game [Info]: Ending injury CorpusPoisonDamageProc
    3091.635 Game [Info]: Ending injury CorpusFireDamageProc
    3092.661 Net [Info]: NAT bound for client to (RemovedIP):4955
    3092.661 Net [Info]: 1 proxy connection(s)
    3093.913 Script [Info]: PlayerScript.lua: Combat -> idle
    3094.396 Game [Info]: CatbrowPetAvatar1225 tried to execute /Layer1/Layer6/JumpDown41 but already running /Layer1/Layer6/JumpAction82
    3096.749 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoEquippedMeleeFilter
    3097.302 Sys [Info]: ResourceLoader 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) Found 2 items to load (0ms) [Heap: 1,431,342,016/1,746,010,112 Footprint: 4,666,130,432 Handles: 1,148]
    3097.318 Sys [Info]: Resloader 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) starting
    3097.418 Sys [Info]: Finished load of Flyweight batch (1) [0.07s and 4 frames at 16 ms/frame avg, 0 ms/update peak], 1/2/0, 1 item(s), 192k total so far, -1543% utilization
    3097.435 Sys [Info]: Resource load completed 0x00000276599642B0 (/Lotus/Sounds/ReverbSettings/Outpost/OutpostInteriorNarrowHallway) in one pass and 0.1s (I/O ~= 0.1%, inherited 1 of 2)
    3099.929 Script [Info]: PlayerScript.lua: Idle -> combat
    3100.028 Sys [Info]: Spot-loading /Lotus/Interface/Icons/StoreIcons/Pickups/AmmoBoxUniversal.png
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    3104.108 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3104.824 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3105.240 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3110.139 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3110.441 Game [Info]: Ending injury CorpusPoisonDamageProc
    3110.474 Game [Info]: Ending injury CorpusPoisonDamageProc
    3110.474 Game [Info]: Ending injury CorpusPoisonDamageProc
    3110.489 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3111.423 Game [Info]: Ending injury CorpusPoisonDamageProc
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    3111.467 Game [Warning]: /Layer1/Layer6/JumpDown27 teleporting NullifySpacemanAvatar1522 more than 10m away, to: (-51.5515, -2.96129, 1.56011, 0)
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    /Lotus/Types/Enemies/Corpus/Drones/DroneAvatars/DroneAttackAnimTreeController, AnimTreeController::OnReplicatedActionEndPosRotChanged:5491 set
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    3132.286 Game [Info]: Ending injury CorpusSlashDamageProcRobot
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    3133.599 Game [Info]: CatbrowPetAvatar1134 tried to execute WallJumpAction but already running /Layer1/Layer6/JumpAction126
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    3133.803 Script [Info]: EndOfMatch.lua: DBG: HudVis 1
    3133.824 Sys [Info]: ResourceLoader 0x00000276F7B048F0 (/Lotus/Levels/Episodes/MissionEndA.level) Found 15,326 items to load (21ms) [Heap: 1,435,449,520/1,746,010,112 Footprint: 4,711,092,224 Handles: 1,149]
    3133.824 Sys [Info]: 1 unique static loader(s) running
    3133.824 Script [Info]: EndOfMatch.lua: Mission Failed
    3133.824 Script [Info]: EndOfMatch.lua: EndOfMatch.lua: GiveMissionRewards. success=false

     

  10.  

    9 hours ago, Birdframe_Prime said:

    And far from dismissing it, I'm trying to save you time and effort. You can genuinely just... not keep trying to argue the point. Because DE have already heard your request. Multiple times in the past.

    They've already given their answer to it, and you can now just... wait for when they decide to announce it. It's not off the table. They didn't say no. They just said 'If we do it, we'll tell you.'

    Can you link where they've asked and responded like this? I want to see the wording used =)

    I seriously can't imagine anyone asking for a version like this akin to an oldschool game AND developers understanding that they are asking without jumping to unrealistic expectations that simply do not exist in this particular request.


    This suggestion has a "time limit" because it wouldn't really make sense to add this kind of thing after that update, so I just hope the dev(s) that reads this understand and if there is something I missed I hope they'll post about it to explain why it's not feasible.

  11.  

    7 hours ago, Birdframe_Prime said:

    Do you ever wonder why we can't Bullet Jump or even Sprint when we're scoped in? Or how about in a movement mode that's genuinely stabilised and already has controls that allow for a first person view like Archwing (because the camera for that is the same as the one for Decoration and the free cam in Captura)? I mean... there has to be a reason for that, right?

    Well scopes are not first person, it's the same aim-down-sights 3rd person position with more zoom and an overlay. If you look straight down while scoped and rotate, you can see you're rotating around a point to the left, indicating your camera is offset to the right.
    This is probably an intentional decision to not cause confusion to shift view towards where a real first person would be.As to why they unscope for those, I don't know and I doubt it's relevant to the camera perspective.
    With Rubico there's 2 mods that can un-zoom and it effectively remains in the same position as un-aimed 3rd person when you aimglide: https://imgur.com/a/UgvqEGl
    The frame and weapon are invisible but effects are not, you can see the particles from sliding, muzzle flash from the weapon (which is flipped O.o), etc. I suspect it's because you can also see the effects from rolling (e.g. Gyre).
    And whatever the result, it would still be fine! If those effects play when rolling in firstperson then who cares xD

     

    4 hours ago, Pakaku said:

    Animations for viewmodels have to be custom tailored to fit in the screen, you can't really expect to port over an animation optimized for third-person...

    Not relevant, the weapon is detached from the frame and fixed to the camera, it does not care about anything that would've happened in 3rd person.

    The only usable animation would be the ones on weapon itself, like some bolt moving, some bits growing, and of course particle effects. None of that is relevant to the character that was holding it because it no longer holds it.

    For reloads it depends on how it's programmed to interact with the arm taking out a magazine, I'm fine with whatever is the easiest approach, if that means the magazine stays still, or vanishes, or levitates away and back, ANY of that is fine... please stop adding complexity and polish where none is expected xD

    The position of the weapon would be a fixed length right and down, nothing fancy. Some weapons will be a bit out of view, like the primary ones that go up your arm, and that's ok!

    As for fitting in view, the model boundingbox can be used as a general idea of how large it is on its width/height and use that to scale it to not occupy the entire screen if too large.

    Melee weapons would be most weird and that is again fine, I don't think anyone is expected to do much with melee in firstperson anyway.

    What I'm looking for is a dev that has the mindset of a modder and can understand jankily adding things that give it good-enough function. For example melee weapons can just be rotated in some manner every time it attacks, or it can just sit there frozen, either one is fine tbh.

    And when moving it can have a small hop to its position, it's pretty much how firstperson models worked for ages, it's not all fancy rigging.

     

     

    8 hours ago, Birdframe_Prime said:

    DE said this, as an answer to the actual question asked, and that's kind of the end of it.

    No, it's important to differentiate the requests and not just dismiss it entirely because of similar keywords exist in it... you wouldn't like if your suggestions were discarded just because devs skimmed it and jumped to conclusions about what you want now would you?
    And if you don't know the feeling then I wouldn't wish it on you, I just ask you to understand that it's not the same. I'm asking for literal jank here, even if someone asked this on a stream the devs likely misunderstood it for a proper feature, because their current mindset is on polished products.


    Also to address motion sickness: an FOV slider is all that's needed.
    People that have motion sickness issues in any FPS are just not the target audience for this optional feature, it does not concern you so you should ignore it.
    Being actively against it because you can't or don't want to experience it is like being against colorblind options... or like voting in a country's elections that you are not a citizen of.

  12. 7 hours ago, NinjaZeku said:

    Could you elaborate on this?

    Mostly when needing to aim with non-spread guns while doing all sorts of sideways movement the frame gets in the way.
    The newer maps are bigger than the older ones so ceilings and walls behind you are less of an issue.
    Then there's cosmetics that get in the way like wings, capes, shoulderpads, etc, which I avoid for that reason.

    In first person we can also see the guns better, some of them have fancy firing and reloading animations that are barely enjoyed because they're far forward and obscured by the frame.
    I'm not sure why they would need new/different animations for firstperson @Pakaku, they would work the same but without being moved around... and yes on reloads there would be floating magazines but that's part of the charm and why it fits with WF 1999 =)

     

      

    12 minutes ago, Birdframe_Prime said:

    This did come up and DE basically said that implementing this would take too much time and be too disorienting for the majority of players.

    The Evolution Engine is currently not able to provide a first-person mode that is to a standard DE are willing to try using.

    ::Edit:: (And this is from the company that introduced a rogue-lite mode that's so janky that people are complaining about it ever since. So you know that it's mega-jank beyond comprehension.)

    As much as we might want this, DE aren't prepared to do the work as-yet. They will announce if they're going to try it. Other than that, though, the answer is 'we've heard your feedback and we're not going to be doing that'.

    I know it would require a lot of work to do properly, which is why I'm not asking for a proper firstperson camera, that's why I'm even saying no hands.

    I'm basically asking for a gimmick, similar to framefighter and such... but not a separate game mode, just an optional camera (ideally as a hotkey) in regular gameplay where it hides the frame/mech/operator/etc entirely, detaches the gun and sticks it to one side of the camera, and your camera gets placed N meters high.
    Not following the head, not rolling with the frame.... as basic and oldschool as it can get xD edit: well and a FOV slider for it =)

  13. 2 hours ago, Joezone619 said:

    I just want First person mode for the entire game in general.

    Oh I mean this for the entire game yes, not just for whatever WF1999 is =) It just makes sense to be released with it as it fits the theme.

  14. With Warframe 1999 to release some time in the future and the pains of 3rd person I think it would be very fitting to add a basic first person camera option (to the entire game) where you only see the weapon.

    No hands, no frame, no fancy camera animations... would be very much like Quake with the speed we're going in this game xD


    EDIT: to clarify the expectations:

    • This would be a very jank, akin to a game mod. And that's the whole point, a gimmick to spice things up. It won't be for everyone and that's fine.
    • The frame/operator/mech/etc is completely gone, maybe even offset so we don't see any particle effects from it.
    • The camera is identical to 3rd person just without the offset from the character center but with a small offset upwards depending if crouch/slide, that results in a basic firstperson camera.
    • No special motion to the camera when doing acrobatics like bulletjump, rolling, etc.
    • The weapon is detached from the character and glued to the camera, any animations that work are ok, any that don't are also ok even if that results in melee being static props.
    • A FOV slider for this camera mode to alleviate motion sickness (low FOV is the bane of FPS)
    • A hotkey to change to/from it in realtime.


    And if it's very popular it could be improved later, or left as-is, either way I'm going to use it a lot, not just for the combat but also seeing the levels and enemies from a new perspective.

  15. Steps to repro:

    1. Make tap/hold = inverted for Vauban
    2. In any mission with Vauban, hold 4th ability to spawn a lifting stasis field (bastille?)
    3. Try to collapse the existing bastille into a vortex, I tried hold, tap, none seem to want to do it.


    Prior to Dante Unbound I also played with inverted and got muscle memory to tap 2 for mines and hold 4 for vortex, now I still do that so I accidentally summon a stasis field which is annoying when I can't get rid of it :(

    • Like 1
  16. I did only one today and saw it not giving mod so I went here to report =)

    I can provide log if necessary.

    For now screenshots:

    https://imgur.com/a/LL4DfDS

    That was the lit up thing and it had an interactive, it just didn't drop anything when I did that.
     

    Then I remembered the F6 thing and I screenshot'd a few rooms after, here's the data from it:

    Quote

    /Lotus/Levels/Proc/Orokin/OrokinMoonExterminate/bcERSqJtRsW1NIACkUShFpi2Q-QXBCZgOAQUUAA.lp Z: /Lotus/Levels/OrokinMoon/MoonConPlus01 P: 64, -7.9, -78  H:79  Log: 7644.300

    But it sounds like ALL of them don't drop anything xD

    • Like 1
  17. Please see 

     

     

    6 hours ago, [DE]Megan said:

    Prism - Remove damage scaling based on environmental lighting.

    What was the original scaling based on light?

     

    6 hours ago, [DE]Megan said:

    The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts.

    The white and blue are also hard to differentiate between themselves especially on the held one... can the white be green or the blue one be a more saturated blue instead of that faded out blue?

    • Like 4
  18. In Devshorts 9 it was said about Loki, Octavia, Ash, etc invisibility being customizable.

    However, any frame can become invisible from teammates, gear items, arcanes, companions, archwing, and probably more too.

    Will we get to customize all frames' invisibility, and if so can we get some global way to affect all of them (like a slider to decide percentage invisible) ? :}

    • Like 6
  19. 5 hours ago, [DE]Saske said:

    Hey Tenno! The "Y" keyboard binding canceling a mission vote was intentionally removed in Abyss of Dagath: Update 34, but it was sadly missed from the patch notes. We updated the patch notes to reflect this change:

    Can you guys please remove force-voting too then? I only see it being used to grief. Or only allow it in squads where everyone was invited but even then when we do relic openings people had forced vote and made things complicated where we had to abort mission and etc.

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