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R0AHN

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Posts posted by R0AHN

    • TYPE: Game Launcher
    • DESCRIPTION: Unable to log in due to "Network Not Responding" errors since patch 27.3.3
    • VISUAL: Screenshot
    • REPRODUCTION: Attempt to log in
    • EXPECTED RESULT: Log-in successful
    • OBSERVED RESULT: Repeatedly flashes Network Not Responding and times out after about two minutes
    • REPRODUCTION RATE: 90% - was able to log in once out of ten tries. Repeatedly saw Network Not Responding errors when attempting to load missions.
    • TYPE: In-Game
    • DESCRIPTION: Unable to log in due to "Network Not Responding" errors since patch 27.3.2
    • VISUAL: None currently available, unable to log in because of the above
    • REPRODUCTION: Successfully log in and attempt to
    • EXPECTED RESULT: Log-in successfully and attempt to do anything (launch missing, interact with arsenal, walk across a room, etc.)
    • OBSERVED RESULT: Repeatedly flashes Network Not Responding. Mission may fail or drop entirely.
    • REPRODUCTION RATE: Unknown. Patch 27.3.2 was moderately stable and was able to successfully complete several missions, however progress was repeatedly interrupted.

    Note: Initially I thought it was just network-related errors due to the event starting with 27.3.2 but it has progressed to inability to log in with the latest patch. Clearing cache and DNS resolver does not help. Not local-network related, can successfully use other programs and connect to the internet fine. Only Warframe is affected with these network issues.

  1. Same noted behavior. Starts showing the Network Not Responding error after attempting logon, times out after a couple of minutes.

    My network is fine and I'm not seeing these kind of timeouts on other programs. Only Warframe is affected. Clearing cache does not help, nor does flushing DNS resolver cache.

    • Like 1

  2. TYPE: Ingame, Party System
    DESCRIPTION: Unable to use invite system to add players to party
    VISUAL: Screenshot
    REPRODUCTION: Attempt to invite any friend using the + symbol on top-left (invite system) after visiting the flotilla.
    EXPECTED RESULT: Bring up invite screen
    OBSERVED RESULT: Error box: "Cannot invite player. The player limit for this Flotilla has been reached"
    REPRODUCTION RATE: 100%. Others in my party who have not visited the flotilla were able to successfully invite.

    • Like 1
  3. 3 hours ago, TenebraeAeterna said:

    I posted about this in the General Feedback section and it wouldn't allow me to add a spoiler tag. I do not know why... Maybe that's the same for the OP, I don't know...only time I've personally tried was just now and I could not apply it so I added it in big, bold, red at the top of my thread.

    The Sentients just want fingers...and now, they've found some large enough to satisfy their dexterous desires!

    They want fingers, you say?

    sony-ericsson-android-thumbs-super-bowl-

    Two thumbs up?

  4. Tossing my own two cents in, this does appear to be a bug in the wild.

    Issue: Coildrives in the road to the south of Fortuna are able to follow the road initially, but upon reaching a certain point they begin pathing in circles or figure-eight patterns. Coildrives may become lodged on the guardrails. This may be seen on "normal" Coildrives and the Special Duty Coildrive.

    Number of replications: 7/8 (88%) First replicated at 04:37 UTC

    May be replicated either while running a bounty that trapping a special duty coildrive or by random spawn of coildrives on this stretch of road on various stretches of road on any road. On further replications does not appear to be limited to one area, but there are hotspots where coildrives tend to get stuck.

    Patch of origin: I can't confirm if this is from 26.1 or 26.1.1 as this is the first I've done Fortuna bounties today. No obvious geometry change to that section of road that might interfere with pathfinding.

    Screenshots:

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    ?imw=1024&imh=576&ima=fit&impolicy=Lette

    ?imw=1024&imh=576&ima=fit&impolicy=Lette

    Update: Issue also extends to Coildrives approaching from the opposite side of the road. Issue starts a little ways after the billboard; in screenshot the coildrive suddenly veered to its left before spinning clockwise to hit the guardrail.

    ?imw=1024&imh=576&ima=fit&impolicy=Lette

    ?imw=1024&imh=576&ima=fit&impolicy=Lette

    Update 2: Found issue is not limited to that one area. Able to replicate with Coildrives in other areas while trying to do K-drive races in the interim. Replicates very near to the race just east-northeast of The Pearl.

    Update 3: Issue replicates on most roads, not bound to a single location. Replicates both before and after a Coildrive drops its occupants and during non-alerted driving.

  5. On 2019-10-06 at 5:11 AM, sorcer3r said:

    There should be some mods for bows like "on full charge > neutralize nullifier bubble"  or "on full charge > X% armor strip"...

    I was thinking something like this too. I'd argue it shouldn't even be a mod but just a base quality of all bows, most likely only when at full charge. Just have the projectiles pass through the bubbles and not be affected by them.

    Why? Because mechanically there isn't anything particularly special about bows except for the travel time and arrow drop. Giving bows bubble punchthrough would give them a specialized role. It gives a reason to use bows over other weapon types for at least one member of the party. The inherent design limitations of bows with slow multi-target kill and difficulty to hit (because they are not hitscan) mechanically balance out this utility; not everyone needs to use one but it helps the party if at least one person does.

    If we need a Watsonian (in-universe) explanation for why this works, we can look to our good old friend of Dune, which gave reasons why knife-fighting would still be useful in the far-flung future. Heck, even just from the game itself - Tenno and melee weapons can pass through all bubbles just fine. The fast projectiles are deflected but the slow ones pass through.

  6. TBH, only the last part of the test is a real pain.

    If you have to cheese it, use a throwing weapon with fastest attack and reduce bounce mod.

    Drop down to let the guards spawn and jump back up to hide. When they all turn around, kill the two on either side and hide behind a pillar.

    Center guard doesn't look to the left and can be killed at range when he patrols back, out of sight range.

    Just make sure the last three cant see each other or you, be patient, and work your way from left to right.

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