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HunterDigi

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Posts posted by HunterDigi

  1.  

    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.

  2.  

    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.

  3. 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 =)

  4. 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.

  5. 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.

  6. 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 :(

  7. 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
  8. 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
  9. 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
  10. 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.

  11. Please fix whatever this attack is, it dealt 26k damage in the narmer hunt:

    Quote

    17:37:18 - <Grineer System> killed by 25,971 damage at 24,558 health from a Narmer Butcher using a PNWNarmerMaskPowerSuit

    And we of course lost the mission, what the Kuva Hek xD

     

    Like I get that it's supposed to be difficult but c'mon a single unit can just destroy it in a single hit is a bit too much... especially when it's rare like this, I played these narmer ones each week since they released and this is the first time this happened. Also this is how you get boring runs where people aggressively CC enemies with slow/grab/etc :(

  12. On 2022-12-06 at 9:27 PM, [DE]Megan said:

    Note the RAM value while you're playing for moments when the number jumps above 3,000MB (ie: 3GB) -- if it starts to climb toward 4GB you've hit the bug!

    Wouldn't this be much easier for the game itself to monitor? Then you can log everything you think it might be to file and ask players for that. And that list of things it logs can change over updates to narrow down the source(s).

  13. It's just an awful experience, caused frustration and wasted time from how it's handled by the game too.

     

    So I wanted to play relics to get newest primes, checked fissures and saw that Lith only had fast modes on SP, posted on recruit chat and people asked for invite, so I did and picked the SP node.

    At no point did the game tell me that a player in the squad does not have SP unlocked and that they cannot play, it allowed them to put a relic and then they simply got erased during loading and a random player joined. This is just badly handled, it should prevent starting the vote just like it does in sorties with weapon restrictions and etc.

    That just resulted in wasting everyone's time, we had to abort then invite them back and play mobile defense, overall doing it 3x slower than the sabotage mission... and for what purpose?


    Now that I know this, it would be icky to require players to have SP unlocked to join for prime unlocking, so instead I'm just going to simplify my life and avoid SP fissures, shelving them next to railjack fissures but for different reasons xD

    • Like 4
  14. I think giving the lens or medallion or whatever else as a separate bonus item is good, but not 100% chance, it can be kept the same chance as it is now but instead of it replacing your relic reward you get it in addition to the relic.

    As for people that want to keep A rotation, not much can do there xD maybe add another disruption that only gives Lith relics in the entire pool, if that's the use case here.

     

    On 2024-01-06 at 12:22 AM, Hexerin said:

    If you fail to protect a node in round 1, the mission concludes in failure and all players are immediately ejected from the mission.

    Remember that sorties also have disruption and people frequently fail at least one there, and I don't think DE wants to have exceptions on so many things so it'll be simpler to just not fail if one gets destroyed... it also teaches the wrong thing, that players HAVE to do all nodes.

     

     

    What I'd like for disruption is some QOL:

    - less time between rounds, people have no patience to not kill enemies and therefore we get slower for not waiting until round starts.

    (or alternatively keep the timer but allow keys to drop from the moment the last round ended)

    - don't despawn same color keys when one is used, either it's intended to carry them over or not, don't make it this awkward fiddling of holding keys

    (they should stop spawning ofc)

    - avoid spawning keyholder enemies far from nodes, like when someone goes towards extraction they get a lot of key holders there making it extra slow for people that want to continue, especially if they kill them and drop keys

    - allow keys to be picked up immediately as they drop, they have some painfully long delay.

    - mark keys with 3D markers, as someone playing with full map view I see people frequently go past them over and over xD

    - once a single player sees a demo (and is marked with enemy for them), mark that demo for EVERYONE, because that is what the player seeing that expects.

  15. If you have any kind of filter (search or tab) and you drag a mod over an existing mod causing it to go to the mods list, that mod will be "tied" to that search/tab and searching for its actual criteria would NOT show it anymore until you exit the mod window and enter again.

    This is a very old and sneaky bug, I've even maxed some mods twice before because of it.

     

    Steps to reproduce:

    Mind that it works with any kind of mod, I chose elemental ones because it's simpler to find and it's where I find this bug most with anyway.

    1. Ensure you have only one weapon toxin mod maxed, doesn't matter which one.

    2. Open any weapon's modding UI that has the toxin mod.

    3. Search for "heat"

    4. Drag any heat mod over the toxin mod to replace it. (do NOT unequip the toxin mod first)

    5. Clear search then search for "toxin", and boom, the mod you just unequipped is nowhere to be found. You have to search "heat" again to find it xD


    Similar thing happens with tabs, here's replacement steps:

    3. Change tab to riven or any symbol that is NOT matching the toxin mod you're using.

    5. Go to All tab and search for "toxin", it still won't be there with the extra bonus of it not being in the riven (or whatever tab you picked) tab where you "left it" (even without search).

     

    Please fix, it's very disorienting.

     

    EDIT: visual way: https://imgur.com/a/6KzARaR

  16. 38 minutes ago, X3ntra said:

    For example in picture challange says to kill 3 while aim glide but in mission says only to kill them before hit ground but won't work either

    Well your image asks for both, not either :P

    And I think you can use Vauban's tap 4 to keep them mid-air to make it easier (they don't need to be in flight, the pilots can be already on the ground)

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