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(NSW)Zodryn

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Posts posted by (NSW)Zodryn

  1. 6 minutes ago, (NSW)drpothead420 said:

    Help! I've been playing some time right now but with the new update the file has a total of 36gb and now i don't have any space n won't let me update... what can i do besides gettin a sd card?? I been reading that the game will change to the actual 21gb to 15gb... so should I delete and reinstall?? Or I lost everything I did??? Heelp!

    Yes delete and reinstall and you'll be fine. The game will be 15GB, but if you have it installed already it doesn't delete the existing data until the update completes. 

  2. 1 minute ago, (NSW)FlameDivinity said:

    This may or may not be the "Snap To Enemy" function, or whatever's it's called -- can't check rn since WF is updating/redownloading. But there's a setting which makes it so the trigger will snap to an enemy to make it easier to aim. It may be that, though I'm doubtful based in how you're describing it. But maybe give that a check, it could be accidentally applied to all instances and could be "fixed" by disabling that option, at least before it is perma fixed.

    It's not that, I have melee auto target off and aim assist off etc. This happens in the absence of any enemies. You can try in your orbiter even. Just slowly move your controller in one direction. It will work at first, then the camera will stop moving, then it will go the opposite direction you're trying to turn. If you stop moving your controller, it will then move a little more (still in the opposite direction) before settling.

  3. Thanks for the remaster! And thank you for finally fixing pro controller gyro sensitivity last update. Unwanted gyro "recentering" is still a major issue that hasn't been addressed since launch. Really hoping it can get fixed soon.

    If you aren't already familiar, it occurs when moving the controller slowly/making small aim adjustments with gyro (which is pretty much the ideal use of gyro aside from aim snapping). The game seems to think the slow movement is unintended and makes the camera go the opposite direction to counter your attempts at aiming where you want. It's infuriating and happens consistently. Please get this fixed!

  4. 2 hours ago, [DE]Helen said:

    We're taking a look at the feedback for motion controls and sending it along to the team - they'll take a look at what can be better!

    Thank you! Hermy just described the two issues I mentioned above. To recreate gyro drifting/recentering issue just aim slowly with gyro. If you keep moving the joycon slowly in one direction the camera will eventually fight you to try and go back to it's inital position (it seems like it thinks slow movement is unintended movement and tries to correct it).

  5.  

    1 hour ago, (NSW)Queen_Kiripatra said:

    I bought the Repala Syandana, which was then removed. I was refunded for the syandana, and then as part of the compensation everybody's getting, got the Repala syandana for free like everybody else. So if you already owned one of the free items, it's like you never lost it, just got the platinum back.
    The free items are separate from the refund, it's a compensation on top. 

    I have the corpra skin, it was taken out, but now I have it and I didn't get any message. A bit confused.

  6. kxFGW8E.jpgFew bug reports:

    Since the update reopening the game after waking up the Switch from sleep sometimes hangs for long periods, and has completely frozen once forcing me to restart the Switch.

    Certain energy sources are absurdly bright in Cetus (Ki'teer Sekhara is so extreme it causes visual bugs as seen in the pic)

    Since Buried Debts every time I try to enter Orb Valis after doing other content the game will crash. Going to Orb Valis immediately after restarting seems to always work fine.

    When using motion controls, if you aim very slowly (like to make a little aim adjustment while mining/fishing, lining up a headshot, etc.) the camera will initially behave as expected, but will quickly stop moving, and then try to recenter your aim back to where it was prior to you moving the controller (essentially fighting you to go the opposite direction). This seems like it may be an anti shake measure for motion controls to try and keep them from being jittery (i.e. the camera thinks little movements are unintentional so it tries to keep the camera in one place). It has been this way since launch and has become extremely frustrating. Hoping it can get fixed ASAP. 

    Thrown spearguns deal extremely reduced damage to Nova's antimatter drop (unmodded Ferrox throw should deal 650 damage but instead deals 150 damage, Scourge should deal 700 but deals 200, Javlok correctly deals 450, but does not deal additional damage for each round left in the magazine as intended). 

    Switch Pro controller motion sensitivity is still extremely low even at the highest setting.

    • Like 1
  7. 1 hour ago, [DE]Danielle said:

    Buried Debts: Update 24.5.0 has passed cert and is coming TODAY, March 20th!

    Red text will greet you around 2 PM EDT to get the countdown party started. 

    Also important to note here that the pacing of the Operation has changed slightly while start work on a new cert build that will address some painful issues with the boss fight that we were unable to include in this update. More information will be available in the update thread!

    Thank you!  <3

    Awesome can't wait! Quick question: will we ever get the ghoul purge event? It's never happened on Switch so nobody can get the Hunter set mods. Worried about thermia fractures returning since it was mentioned they'd be like ghoul events. If so that'd mean Switch would never get them...

  8. Things are weighted heavily in favor of vets with the elites providing the most standing. Newbies will benefit most from the slots, forma, potatoes, etc. but if they can't do enough challenges to get them that really sucks. We need more ways to get more standing (fugitive captures give an insignificant amount) so new players can still work through the ranks even if they can't do a kuva survival or eidolon etc. 

    Also prices need to be looked at for the cred shop or some stuff needs to move to invasion rewards or something. It would take over a year of nightwaves to get all the helmets and you'd need to forgoe all auras, nitain, vauban, potatoes etc. Those used to be early game things to keep occupied and feel rewarded while working through the starchart but now they're an insane gated grind. Everything sharing cred makes it feel like you have to choose what to miss out on (i.e. I want a potato, but that means I don't get my alt helmet or nitain). 

    I've been trying to get my family into the game and my dad will start playing tomorrow, but I feel like things will be much more rough for him than they were for me just three months ago. Hoping nightwave 2 makes big improvements mostly for his sake and other newbies. I really like the system generally, but some of the numbers behind it are really off.

     

    Thanks!

  9. 4 hours ago, (NSW)jonsoko said:

    No, it isnt me, its everyone. Please stop tellling them its not there, it is there, and the proof is all over youtube. The input lag is a problem. YOU may be okay with it, thats not the same thing.

     

    You have a bunch of input lag, maybe you are used to it, but it is there. Its a fact, not my opinion.

    There's a very VERY tiny amount most noticeable in grineer hacking. If I press A right as the spinning cursor hits a block it might make it to the middle of that block before triggering (meaning if you hit A at the end of a block you'll probably miss the block). It's milliseconds in any case that never really matters, even in hacking. 

    If I'm connected to a super laggy host than there will be large delays both input and otherwise (doors taking seconds to open). That's totally separate though.

  10. 56 minutes ago, [DE]Rebecca said:

    Our first Hotfix is almost here - we're gearing up for more fixes as well and determining if we can quickly deploy or if we have to include in our next Cert build. Feel free to link your bug reports as always!

    Here are my issues (all controller related) which continue to be a problem after the Fortuna rebuild. The third one especially has become quite frustrating since I discovered it. Really hoping for a fix! Thanks. 🙂

     

    1) Switch Pro controller sensitivity is insanely low for some reason.

    2) Mapping the recenter camera button to A, B, X, or Y makes you unable to use the corresponding warframe ability when holding R.

    3) There's a very weird drifting/recentering bug when you try to use gyro slowly as you might when making little adjustments to line up a headshot, or if you just move your hands a little when running around. Hopefully I can make a vid to demonstrate, but you can reproduce it easily. It's most obvious when trying to make a long range shot with a scoped weapon like the Vectis, so if you want to test it I recommend taking a sniper into the Simulacrum with some paused targets. I'll try to describe it here: 

    ..........X..........

    .........🎮.........

    The x is your targeting reticule, 🎮 is the controller position. Your hands are still, it doesn't move. Good so far. If we slowly turn our controller to the right the camera should turn to the right.

    ..........:.....X....

    ..........:....🎮...

    We're gradually turning to the right (the : shows where we were initially aiming/initial controller position). Great. But wait, now the camera stopped moving even though we're still turning the controller.

    ..........:.....X....

    ..........:.........🎮

    Now stop moving the controller and keep it totally still at that position. The camera will slowly go back to the initial spot and stop there.

    .........X..........

    ..........:.........🎮

    You have to be very smooth with your motions for it to go back exactly to the spot it was at, but even if you aren't, it'll still fight you to go backwards. Also if you keep trying to turn with gyro rather than stopping, it'll alternate between going the way you want a little, stopping, and going backwards a little.

    If this happens when you are trying to aim at an enemies head it's infuriating. At first I thought it was aim assist or something, but I have that off as well as the melee auto targeting. If you aim quickly/snap your shots you can mitigate the problem, but that isn't particularly easy. Of course being at very close range also makes a difference since it requires less little adjustments to your aim. 

  11. 2 hours ago, (NSW)v1ld said:

    If you're actually moving the controller left and right as you show here, that would explain the problem you're seeing with sensitivity.  The left/right axis for motion is controlled by yaw on the controller, which put another way means you have to rotate the controller in place left or right not move it.  Other controllers and games offer the option to tilt the controller instead (the roll axis) which is more intuitive to me.

    The current yaw axis behavior does make sense if you're using the Switch in handheld mode where the screen and the controller are attached and in the same plane at all times.  It's when you're using a Pro Controller with a stationary Switch the yaw behavior gets unintuitive. 

    The illustration was just the best I could do via text, but it's a problem regardless of what kind of motion you try.

  12. Super excited! Don't know if DE is still reading this thread, but there are a couple of other things related to the motion controls that really need to be addressed.

    1) Switch Pro controller sensitivity is insanely low for some reason.

    2) Mapping the recenter camera button to A, B, X, or Y makes you unable to use the corresponding warframe ability when holding R.

    3) There's a very weird drifting/recentering bug when you try to use gyro slowly as you might when making little adjustments to line up a headshot, or if you just move your hands a little when running around. Hopefully I can make a vid to demonstrate, but you can reproduce it easily. It's most obvious when trying to make a long range shot with a scoped weapon like the Vectis, so if you want to test it I recommend taking a sniper into the Simulacrum with some paused targets. I'll try to describe it here: 

    ..........X..........

    .........🎮.........

    The x is your targeting reticule, 🎮 is the controller position. Your hands are still, it doesn't move. Good so far. If we slowly turn our controller to the right the camera should turn to the right.

    ..........:.....X....

    ..........:....🎮...

    We're gradually turning to the right (the : shows where we were initially aiming/initial controller position). Great. But wait, now the camera stopped moving even though we're still turning the controller.

    ..........:.....X....

    ..........:.........🎮

    Now stop moving the controller and keep it totally still at that position. The camera will slowly go back to the initial spot and stop there.

    .........X..........

    ..........:.........🎮

    You have to be very smooth with your motions for it to go back exactly to the spot it was at, but even if you aren't, it'll still fight you to go backwards. Also if you keep trying to turn with gyro rather than stopping, it'll alternate between going the way you want a little, stopping, and going backwards a little.

    If this happens when you are trying to aim at an enemies head it's infuriating. At first I thought it was aim assist or something, but I have that off as well as the melee auto targeting. If you aim quickly/snap your shots you can mitigate the problem, but that isn't particularly easy. Of course being at very close range also makes a difference since it requires less little adjustments to your aim. 

    I haven't tested the pro controller (because of the sensitivity issue), but I've tried launch and brand new joycon both detached and attached. Controllers are updated and calibrated and work fine in other games. Again if I can manage to make a vid I'll post it.

     

  13. I was very grateful to DE for implementing the recenter button so quickly along with the deadzone fix. There are two issues with the recenter button though. 

    1) If you set it to A, B, X, or Y it still functions as recenter when holding R to select abilities. This means that the ability tied to the same button is unusable via ability menu.

    2) In relays and some missions (first quest of War Within at least) the recenter button faces the camera backwards for some reason. 

    The first should be an easy fix, but I don't know what's causing the second. It did make me realize that I'd like a mappable "about face" button though that functions like that, so that's actually one of my suggestions. 

    1) Mappable about face button. Could also be tied to recenter button (i.e. tap to recenter, hold briefly to about face)

    2) Button you can hold or toggle to enable/disable gyro that can overlap other button configurations. With this you could enable gyro when holding the ADS button so it's only on when aiming, or alternatively hold a button to disable it which would function similarly to lifting up a mouse, but for gyro. Steam already allows you to do this and I think it's a great option!

    3) More sensitivity options. Break up X and Y sensitivity so they can be configured separately. Also increase Pro Controller sensitivity since it barely moves even when maxed out.

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