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Halo

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Posts posted by Halo

  1. 5 hours ago, Karyst said:

    Oh the Los is coming, there are only two questions going forward now, what exactly initiated the mass application of Los and can we craft enough Dante Specters to play the game for us?

    I fear the day everything gets horrible LoS checks on so many things that do not warrant it. Why bother making these abilities scale off of range then. 

    Simple Solution: Make them a fixed range or based off of your affinity range, do not allow mods to alter that distance, MAKE SURE THEY STATE HOW THIS RANGE AND LOS WORKS IN THE TOOL TIPS BECAUSE THEY ARE STILL NOT IN THERE FOR PEOPLE TO READ IN THE GAME, and be done with it. Rip the band-aid off. If I can come up with a half-baked not-bad but still not great idea in the span of seconds, not sure why DE can't just take the time to think about "Should we really be doing this?" 
     

    5 hours ago, Karyst said:

    He's been doing the same thing with me and others in previous posts, will have to make a report perhaps.

    I believe we can come to an indefinite agreement on this.

    Starting a conversation about the topics at hand is one thing, attacking others unprovoked for no reason and implying things that were not the initial person's intentions is another. Not to mention making the most absurd assumptions and trying to spin your own words. 

    Or what I normally do, tune them out, as all they want to do is bring more attention to themselves, and to make you provoke them with more responses.  

    • Like 2
  2. 1 minute ago, Armadillidium_vulgare said:

    I'm not the one implying they might be unsafe as a result of this. Seriously, how the hell else are people supposed to take that? Oh, right, you're not the one doing the threatening, you're just passing along the implication of violence. Great, that's so much better.

    My implication is of bad PR and community backlash, which DE has been receiving for the past few weeks because of this issue, and it only being elongated due to there not being full transparency about the LoS checks they're implementing. This is why a test server would be a better idea. 

    You're the one trying to put words in my mouth about violence. Chill out. 

    • Like 3
  3. 2 minutes ago, Armadillidium_vulgare said:

    Implying their safety is on the line is f@#$&ed. It's an online game, for Christ's sake. Threatening people because they made a change you don't like is messed up. I can't believe that even needs to be said, it's so insane. Jesus. When did we get to the point of being comparable to League players?

    You want misleading ability descriptions? Because that's what I was implying, for them to fix the descriptions. It will confuse people going forward without such being stated up front. 

    You're turning this into something it isn't. 

    • Like 2
  4. 22 minutes ago, Armadillidium_vulgare said:

    Emphasis mine, but what the actual F$#&? Are we really at the point of menacing devs now? Seriously?

    Please refer to Hotfix 35.5.3 and 35.5.4, if you'd like to see a score of people, not just me, complaining about LoS as a whole. Extremely hard to miss the ongoing issue. 
     

    Oh yeah, also the last hotfix prep with everyone speaking their mind: 

     

    • Like 3
  5. 21 hours ago, [DE]Megan said:

    Hydroid’s Plunder (Rendered Check) 

    • In addition to rendered checking, it is also no longer FOV dependent to prevent issues where low FOV settings would cause Hydroid’s body to obstruct LoS.

     

    Addition where addition is needed, thanks for making Hydroid feel worse to use now. 

    Example: Group of enemies is behind me, nothing in front of me, I have max range, I use plunder, nothing happens

    Why bother with range anymore with a lot of these abilities if the RANGE required to use them DOES NOT AFFECT THE RADIUS OF THE ABILITY ANYMORE. 

    From my perspective, and for your safety going forward DE, fully re-word every ability you're touching to only say that it requires to work in front of you and in pure visibility of your damn camera, because this is what you're essentially forcing all players to do. Hotfix it in for everything in their tool tips, because it's kind of misleading not to have them being specified in the game now, and making people either read it here in your hotfix notes or on the wiki. 

    I'm in the same room as an multiple enemies, some behind me, two in pure visibility in front of me, and a few more physically in-front of me but obstructed by objects and cannot be visibly seen. If I were to use Plunder in this situation, the two enemies in visibility will only be hit, and none of the enemies behind me, and not the ones obstructed by objects (pillars, large rocks, etc etc.). 

    I'm well aware Plunder already had a check of enemies at least being in front of me, but the rendered check now is just infuriating, ESPECIALLY IN THE ARCHEMEDIA TILESETS...

    Honestly, at this point nothing will phase me. Make Miasma, Avalanche, Desecrate, Mallet, Mend & Maim, Breach Surge, Fangs of Raksh, Collective Curse, Gloom, Discharge, Polarize, and everything else all check for LoS, because this is the path you're going down if you continue to touch abilities with this vile addition. 

    Ruin everything you've made to force your agenda. Range means nothing now for these abilities you've given LoS to, and that is a true shame. 


    "Oh, but some of the abilities you listed would be stupid to lock to LoS or Camera Vision" ... That's my point, and they'll 100% ----ing do it, somehow, some way. 

    It's not just Hydroid, but Ember doesn't feel right now, as well as Mag. Still need to play around more with Garuda 

    Not to beat a dying kaithe or anything, but you're still not listening to your community in regards to LoS as a whole, so thanks for at least acknowledging us via ignoring us entirely. Silence speaks louder than words. 

    • Like 8
  6. New Bug - New Bug - New Bug

    Phantom Enemies: 
    - Playing new Omnia Fissure on Persto in the Sanctum tileset (you'll see clearly in the image link provided below)
    - Slaughtering enemies as one would normally do
    - Weirdly notices that some enemies that I killed, whom also had that new stupid arrow-debuff icon on their heads, keep that weird debuff from despawning
    - Resulting in my Minimap being cluttered with "Fake" or "Shadow" enemies, that are physically and corporeally not there. 
    - Me resulting into "diving into a crowd of enemies" only to be met with, well, nothing actually being there. 

    Image of said incident: https://imgur.com/gallery/9WTVdPC

    Hope this gets looked into and fixed ASAP, because we know how spaghetti code holds up our minimaps as is already, and we don't need something like this messing it up even further. 

    • Like 4
  7. Thanks for the hotfix! 

    Thankfully the frames I use don't bother with LoS checks, and the second DE touches one of them that does, then I'll really get pissed off. 

    Deeply sorry Caliban players, but that was inevitable to make Sentient's Wrath less useful...

    More importantly, please look into the Orbiter doing the following: 
    - Running terribly CPU wise
    - Terrible lighting system now implemented within it
    - Lower graphics somehow making the orbiter look brighter and better than it is on normal settings
     

    I'm not alone with how bad the lighting in there is utterly inexcusable, not to mention the orbiter eating your PC's CPU more sitting in your orbiter, doing nothing, more than while inside of normal missions. 

    Edit: 

    Phantom Enemy Bug: Enemies that are 'marked' on the minimap don't exist but appear to be prolonging and ruining my minimap thanks to that stupid arrow debuff some enemies get. More info below. 

    Hope this gets fixed ASAP. 

    • Like 10
  8. I'm 100% sure that most of us are seeing many things going on within our orbiters, mainly the lighting issu... erm, "new lighting" we got as of the release of Dante Unbound. 

    Well, just like an old infomercial trying to sell you something, boy howdy do I have some stuff to sell you all on how bad this lighting is now. 

    Overall in the case of lighting by the Arsenal, it's darker than what it was initially, making juuuuust about every single main-fashion slot I use upsettingly dull and drab, since I mainly use whites, grey's, and golds... AND I DON'T LIKE IT WHEN MY GOLDS DO NOT SHINE

    More importantly, the lighting in the back of my orbiter, inside of my Operator / Drifter room, is even worse than it was before!!! That room back there is as bright as the sun, and the lighting when attempting to fashion my drifter is so dark, it has me questioning if I'm using a red for my hair and not ONE OF THE BRIGHTEST PINKS IN THE GAME...

    What's more infuriating is that lighting in open worlds and even my goddamn dojo look and feel better than my orbiter. Having to type that sentence is a travesty to me, possibly having to make a second observatory in my own dojo, make all the lights white, and fashion while in there, and not my orbiter...

    I will provide some images of how the lighting works in three areas. The first in my orbiter (using the brightest whites the game has to offer as a light source), the second in the orb vallis (as it is one of the brightest of the three), and inside of my clan dojo's orokin lab room (any room in your dojo with bright lights would suffice. 

    1. Orbiter's Operator / Drifter Room: https://imgur.com/gallery/o5kiabU

    2. Orb Vallis Lighting: https://imgur.com/gallery/o9AMoWc

    3. Orokin Lab Lighting: https://imgur.com/gallery/tt4Nxp4

    Genuinely, how was this allowed to ship, knowing that the lighting in there would be just terribly muddy and dark? 

    For reference on WHAT MY PINK HAIR SHOULD LOOK LIKEI will leave below two images of what it SHOULD LOOK LIKE from two older posts I made on Imgur, one in regards to the Templar Prime suit having some clipping issues (Not sure this has been fixed, but I bet it isn't), and the second being in regards to the Clearvoy Drifter suit also having clipping issues (THIS I KNOW IS STILL NOT FIXED BECAUSE I JUST CHECKED IT... CLEARVOY SUIT + CLEARVOY LEGS + DRIFTER NOBLE ANIMATION...), but these are not the main focus for this post. THE COLOR OF MY HAIR IS THE MAIN FOCUS, AND LOOKS INFINITELY BETTER THERE BEFORE THIS UPDATE, RATHER THAN AFTER NOW. NEED I SAY THAT THESE PHOTO'S ARE IN THE ORBITER, AND LOOK GREAT... BUT NOW THEY ARE NOT, THANKS TO WHOMEVER MESSED WITH THE LIGHTS... AGAIN, THE BRIGHTEST PINKS IN THE GAME, LOOK LIKE SOME MUDDY MAROON / RED...

    4. Operator Look: https://imgur.com/gallery/Yskkkww

    5. Drifter Back Look: https://imgur.com/gallery/bRoug09

    Before you ask, yes, image number 1 is the same lighting affect with operator and drifter, I am just showcasing the drifter. Image number 4 and 5 just... ugh. 

    Thanks for making my fashion for my operator / drifter feel inferior every time I go back in that chair to edit something, because I dislike this, a whole lot. 

    Thank god I kept these posts on there, because I wouldn't have a reference to use otherwise. 

    On top of these issues I'm having with my fashion (and more), there is a laundry list of things that are also bad, because just about everyone I've spoken to has some form of issue with the orbiter now. 
    - Lighting underneath the ramp leading down below navigation is now bright instead of dark like it was before
    - Lighting by the side ramps leading down to the lower back area of your orbiter are now brighter than areas that have literal lights near or on
    - Lighting, in the front of my damn orbiter, is now dark on the right and left side of the navigation console, while at a planet close to the fricken sun, that are not obstructed by anything to block the lighting. 

    Listen to your community, because I've not seen one person praise these new lighting changes. 

    If anything, I'd like to ask for some sort of option to change the lighting inside of the orbiter as a whole. Give the player some sort of freedom inside of here, because these lights are not doing the trick. They were better before, they are not now, and we are not being listened to. Please, I hope this is looked into in the extremely near future as I physically dislike my orbiter lighting ruining my fashion overall. 

    Edit: The performance hit for the lighting is also a massive issue, as apparently on lower graphics, it looks 'better' at, which is absolutely mind-boggling. Definitely needs to be looked into as well. If my PC is chugging in my orbiter thanks to these "new lights" in there, then they better damn well look great, and by god do they not look great since this update dropped. 

    Overall averaged 4% to at max 14% of CPU usage just sitting in my arsenal messing with builds, fashion, or even walking around my orbiter. The game now chugs my PC at a minimum of 15% to a whopping 25% of CPU usage when just... standing still in my orbiter. The update ruined lighting and is ruining people's PC's as well. This is not the way. 

    SITTING IN THE NEW SIMULACRUM ONLY BRINGS THE GAME TO 8% TO 10% OF CPU USAGE... THAT IS SO MUCH LESS THAN SITTING IN MY ORBITER... Now if that isn't telling, then I don't know what else is... Someone royally messed up the Orbiter lighting, and this crap needs to be fixed. 

    Genuinely curious as to how the hell lower graphics makes the lighting look better, because it does... Setting your game to low somehow makes everything look brighter, which is the stupidest thing I've ever seen. Higher graphics makes your game appear darker than it should and is utterly horrifying. 

    I miss Steve's lighting...

    • Like 5
  9. 1 minute ago, crazywolfpusher said:

    That's very weird. I just tested pillage with the same Range and Duration as you did on the video. Same position. I'm stripping them just fine.

     

    Doubly weird indeed. Ah well, whether it's some one-off occurrence or it could happen multiple times, they won't look into it. 

  10. 8 minutes ago, Arbitrary said:

    This was always how Pillage worked. Unsure what part of needing line of sight doesn't make sense to you. You can't see the enemies while you're behind the pillar, so they don't have the effect applied. It was like this since introduction, the patch just makes it a bit more generous even.

    Still find it funny that enemies in the same room as you will not be touched, from an ability that should be covering rooms. 
     

    7 minutes ago, Omega-Shadowblade said:

    This is pretty much how Pillage has worked before. I'm not seeing any difference.

    Assists in preventing people from camping behind pillars or walls in the same room as enemies. I never felt issues with it before as it has worked, but it just seems off. Could be just me. 

    • Like 1
  11. 2 minutes ago, Numerounius said:

    If there is a hard range cap that is stupid. We already have at least two abilities like that which I dislike. (Nyx adsorb and Mag pull, not sure if there are others) with no where that it is mentioned as to having a hard cap other than the patchnotes. Either have an alternative form of scaling (Molecular prime) or use affinity range (Blessing).

    Yeah that hard range cap needs to be removed or at the very least made absurdly high so that it isn't something we run into with a standard build of all range mods.

    There is, for everything, 10 meters is the cap for anything not in LOS. 

    • Like 1
  12. Had to make a small video demonstration for Pillage for everyone. 

    Overall Summary: Standing behind a pillar or column 11 meters or more from enemies in the same room as you will result in pillage not pillaging the enemy(ies). 

    Overall Assumption until I test the rest of "Rendered Check" abilities: None of them will work 10+ meters away behind columns. 

    Personal Solution: I will never use Pillage again, only solely on Gyre and Hildryn for the playstyle's I utilize for them, and even at that I barely use since DE still goes on the "Nerf CC" train.

    If this somehow doesn't hinder players, I'd be in shock. Yes I'm fully aware that Pillage already had an LoS check on it, but this is just goddamn egregious now. 


    I will thank DE for reverting the status damage for Pageflight, but the LoS stuff just has me reverting so many builds.

    • Like 15
  13. 1 minute ago, sh0shin said:

    It had an LoS check already, unlike Terrify. What do you mean?
    Sounds like the new LoS is buggy?

     

    1 minute ago, Hexerin said:

    Pillage has always been LoS.

    Never felt this bad honestly.

    Stand behind a column 11 meters away from an enemy, an open column, with no walls around you, and an enemy on the other side of it, not visibly seen from your view. 

    You will not pillage it. 

    • Like 1
  14. Whoever thought forcing Pillage to have LoS checking on it is a horrible person and only likes things being ruined. 

    Thanks for breaking the ability as it can't even pillage enemies BEHIND PILLARS now more than 10 meters away. 

    Horrible application, and now I'm dreading to try out everything listed here...
     

    Full Thoughts and Main Takeaway: 

    Just use Tharros Strike as an armor stripping ability now, it's just better for what you're using it for. 

    DE doubling-down on ruining LoS on abilities that frankly should not have it, or that already do have it and making them worse, is just going to simply force us to use better abilities that the game offers in the form of the helminth system. 

    Time for Hildy to lose Pillage soon.

    • Like 21
  15. 9 minutes ago, Theweedle said:

    Okay so, I dont actually think you are correct about dark verse having no LoS checks before patch 5.4.. I have a clip from the day dante launched proving it could not go through walls. https://imgur.com/a/Bn9UOCG

    If you watch the video, you can clearly see dark verse IS NOT going through walls. This video was taken the day after dante launched, using a 250% range build. Thats not to say it didnt occasionally go through certain walls or obstacles, but it 100% DID have LoS restrictions.

    Then this is even worse...

    I swear on my Nidus Prime that it was prior to this, that or it was right before 5.3. 

    DE just had to break the golden rule: "If it ain't broke, don't fix it"...

  16. 3 hours ago, [DE]Pablo said:

    New LoS check:
    First if the enemy is within 5 meters we don't do LoS at all, we just assume they are visible. Then checks if the enemy is being rendered, which works for any enemies on screen, so if you see even their pinky toe, they are considered visible. Then for enemies behind you instead of one raycast it does three, one to the top, another to the center and finally to the feet and if any of them are successful, then we determine it is visible, this means false blocks are much less likely.

    Quick Hot Take: 

    Nerf Saryn, your pride and joy, then
    Nerf Frost then
    Nerf Mag harder then
    Nerf Harrow then
    Nerf Equinox then
    Nerf Caliban then
    Nerf Khora then
    Nerf Hydroid then
    Nerf Baruuk then
    Nerf Gauss then
    Nerf Trinity then
    Nerf Ember then
    Nerf Styanax harder then
    Nerf Lavos then
    Nerf Limbo then
    Nerf Mirage HARDER then
    Nerf Loki then (you won't even look at him since it's "past his time" anyway)
    Nerf Protea then (an upcoming prime)
    Nerf Garuda then

    You wanna go full scorched earth? Then do it already, because this is where it's leading to. 

    I can go on forever at this rate, but these frames will be affected by such, and that isn't everyone, and if this does really occur, we're living in a goddamn crappy reality...

    • Like 4
  17. Dark Verse is now Line-Of-Sight Checking

    It was not doing this before this Hotfix (5.4)

    It now is, and makes Dante feel worse to use for that ability.

    Remove it for Dark Verse and Tragedy. 

    Remove it, for the love of all that is this frame. 

    Imagine if Saryn's Spores were LoS checking and could not go through rooms, imagine if her Miasma LoS'd and did not go through rooms, imagine if Frost's Avalanche LoS'd and did not hit enemies in other rooms or behind cover, imagine if TOO MANY FRAMES HAD LOS AND MADE THEM WORSE...

    All we ask is to remove LoS from these two... How hard is it to pull back from your AOE-Like Nerf for once?!

    • Like 3
  18. Awesome, Dark Verse is worse now. 

    Was not LoS checking before, now it is...

    Specifying: Before 5.4, Dark Verse was hitting through walls, now it is NOT...

    Allow me to preface the above two statements: DARK VERSE WAS NOT LINE-OF-SIGHT CHECKING BEFORE THIS HOTFIX, AND NOW IT IS...

    Nezha also lost all hope in being relevant with an augment nerf. Piece of advice: 
    - If you are going to release something then nerf it, don't release it unless YOU YOURSELVES TEST IT FOR THINGS LIKE THIS


    Same can be said in regards to Dante, which I can heavily assume you've had weeks if not longer with him longer than us to test for these things. 

    If you truly wanted to release a frame with the right specifications... TEST. THIS. CRAP. FIRST. 

    Almost Like There Should Be A Test Server For Things Like This, Hmm... 

    I digress. Thank you for the hotfix for Deep Archemedia, but Dante is in a sad state. I'll still use him on occasion, but no where near as much as my normal frames. 

    Overall take you need to consider: 
    - Remove it for Dark Verse and Tragedy. 
    - Remove it, for the love of all that is this frame. 
    - You made a grimoire / magic caster-esce frame, let the man DO HIS SCHTICK...


    Imagine if Saryn's Spores were LoS checking and could not go through rooms, imagine if her Miasma LoS'd and did not go through rooms, imagine if Frost's Avalanche LoS'd and did not hit enemies in other rooms or behind cover, imagine if TOO MANY FRAMES HAD LOS AND MADE THEM WORSE...

    All we ask is to remove LoS from these two... How hard is it to pull back from your AOE-Like Nerf for once?!

    Do it DE, you won't: 



    Edit: If I a not forced to use Dante now for certain activities (Duviri, Arbi Choice, or Deep Archemedia), I will 100% never use him again. 

    Everyone, just build for his book, viral it up, and watch everything die, as his 3 and tragedy are beyond saving now. 

    DE has proven to us that AoE is still on their hard-nerfing list and never want to deal with it. 

    • Like 22
  19. 1 minute ago, Kaziroh said:

    So it doesn't matter if we'll have 5 or 10 because we can use 2 once per week anyway.

    Correct. 

    However, assume this one-time occurrence of gaining more than 5 charges to never happen again. 

    Normally, from now on, will be 5 per week, 2 per Deep, and 3 leftover. 

    • Like 3
  20. Netracell Charge Breakdown for Everyone!: 
    - 5 Charges you gained this past reset
    - You will gain 5 more charges come tomorrow
    - Totaling your charge count to 10 charges if you did not play any netracells yet (These will stack as what has been said)
    - You can use your 5 initial charges now as you see fit your 5 netracell runs before it drops tomorrow. 

    Upon the update going live, everyone will get the extra 5 to do with what they please. 

    Deep Archemedia will cost 2 Charges per week, can only be played and completed once a week, and once completed, you will have to wait for next week to play and complete it again. 
    - Completing a Deep Archemedia run will take 2 charges from your overall total
    - This will leave people between 3 and 8 charges left, depending on your initial total before you start and how many charges you had. 

    So you have your multiple scenario's here with people:
    - Some will have 10 charges tomorrow
    - Some will have 5 upon release if they used all of theirs already
    - Some will have some random number depending how many they have done thus far before it drops (ranging between 6 and 10)

    • Like 12
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