Jump to content

iHeuksal

PC Member
  • Posts

    416
  • Joined

  • Last visited

Reputation

1,090

1 Follower

Recent Profile Visitors

1,333 profile views
  1. I doubt that this will be ever made for this game, as this is not a singleplayer game. From a perspective of a game developer (UE5 dev here), I would rather not waste my time with adding a function to reset all the temporarily added stuff (mod configs, sigil placements, etc.), despite it not adjusting, manipulating nor affecting fixed stuff (damage values, spent syndicate points, etc.), but rather focus on adding more stuff, which I can profit from. Because just someone having OCD won't make the devs to actually consider adding a more likely unimportant feature to the client, where, compared it to more important things like diseases, disfunctionalities and Co. like color blindness, are rather more important to be added (which btw. will be rewarded by any kind of gov's digital program for making games more accessible - so there is that, a line of "we must do this to get some kind of bonus funding" kind of motivation and urge, and OCD is NOT on that list, not recognized nor confirmed or validated as an accessibility feature). And on top of all those things, there is one most important thing existing, that is, speaking from a gamers perspective, you will never ever use all the frames, sentinels, companions or any of those 500+ weapons at all to actually justify the reset function in general, thus completely nullifying your request. People were asking Sigil unifiers for ever, setting a single Sigil for all frames, as it was tedious and annoying adding a Sigil just for the bonus affinity for every single frame, and yet there we were, adding that damned Sigil, coloring it deep black, tuning down opacity, moving it up below any good syandana and dealing with it, while DE still did not care at all, after all, forever. They didn't even add a borderline limiter to the floating centered map frame window, and that request has been made for years. People are literally blocking their view forward when a huge a** map overlay is blocking the center of the window frame when rotating around, but DE does not care.
  2. Not so long ago in the past, Nightwave got released. This is where things got boring with Nightwave. End.
  3. Primary? More like Secondary. I was melting hemo within 2-3 seconds, while using Kuva Brakk (and no frame buffs, just invisibility). Same goes for Titania and her pistols. You can simply go easy mode and fly around while aiming for the vulnerable heads.
  4. Very much entitled, I see. Stop acting like a MC and leave something, which does not affect you in any bloody case, in peace.
  5. Something is wrong with the enemy waypointer ... I cannot see ANY directions to the next enemy cluster/spawn. This needs a really necessary fix, immediately.
  6. Just use a macro script for melee attacking, like every good veteran here. Auto-Melee "was here" for years.
  7. Gibs back. We want the old Void Dash, too!
  8. Great. Another frame being slapped onto a useless dojo exclusive room. Did you guys not receive the feedback about Yareli being also dojo exclusive? No one liked that approach, as this is pretty lazy and excludes lots of players from obtaining a frame being that specifically restricted. I have no issues getting that frame, yet the room will be destroyed once people got the frame, and newcomers will have just bad luck never getting that frame, I guess. Nice work, DE. You are probably doing something wrong. They are being used upon leaving the mission with the required objects closeby.
  9. If we are at it ... how about, and finally for god's sake, removing Loki's already overdue sound dampening invisibility sfx overlay? It is very much annoying during game sessions like disruption, fissure spawn allocation and so on. No other frame possesses such unnecessary sound effect overlay. Thanks.
  10. The worst addition to the circuit. Gives suspicions that it shall force people to buy the stuff via plat.
  11. In which cases did you ever needed to vault over something? I actually remember none, post-2015. We had the ninja style wall running/walking in the past, there is still remenants of that existing around (orokin tileset for example), where you have to wallrun upwards 2-3 times to reach a pipe, entering the crate/locker room. These kind of "last hinch of inch to grab at" was the point where vaulting was necessary. ODD was also one of those moments where uprunning the wall and just timing the "stop wallrunning" resulted into the perfect avoidance of the invisible pushback hitbox, DE placed up there, to prevent people from camping in save areas. The grab and lift up mechanic was also necessary there to bypass that nonsense restriction (which didn't exist in the first place). Afterwards, DE lost it and added infested swarm mutalist MOAs and mutalist ospreys, spewing toxin around. Then polearm flinging meta came along with it and rendered wallrunning not necessary anymore. You were simply jumping as high as you could and triggered your quick melee to fling even higher. Then parkour came along, full mobility. There is simply no valid reason nor need as a player, regardless of using the warframe or tenno aspect. It is even annoying if you want to post yourself up a defence target, on a higher slim obstacle (like a lamp post, decor pole, such sort). It will simply push you away from reaching that area, as it still interfers with it, as vaulting it will catapult you right past that tiny standable spot. The only solution to this is to literally bulletjump along the pole and aimglide onto your object of desire, instead of simply wallrunning it upwards.
  12. Animation triggers are done with each individual inheriting the respective main code. You usually add a function like funcVaultHumanoid_large() { script of vaulting here, logics, aiming vectors, vertices or faces to recognise with collision data, play animation according to size, race, etc with adjusting height to climb the object or return false } And a character, pawn, monster, whatever gets that function declared into his own personal code by simply inheriting the function. This can be actually toggled on and off, without affecting any other individual code part nor any entity in the game (logic of auto vaulting in this case). ... { if (noFgivenAboutVaulting == true) { return } else (funcVaultRace_AndSize() } like that. A simple toggle option to make the player actually getting rid off of these stuff. It could be done within minutes. It is actually easy to do so, but somehow DE is not aiming to adjust anything QoL related or literally mission breaking (enemies spawning or staying behind hundreds of meters away, or not enough fissures as a 4/4 party, etc), for whatever reason.
  13. We, ALL THE REAL GAMERS / NON DE STAFF, who are daily testing and suffering these things, have been there: You try to get somewhere fast, bullet jump and roll around, just to vault a freaking 1 meter height sh**, which would be NOT necessary to and is very unrealistic, taking into mind, that you were simply zooming around with high speed to suddenly stop to that animation trigger. It is like in those racing games. You drive +300km/h and suddenly, a freaking lamp post or even garbage bag appears, you hit em, either slows you down to 100km/h or fully stopping you, or instagibbing you, depending on the game. This is just frustrating, especially with the damned operator/drifter. While dashing (even worse we got that slow af "indiana jones" style of movement now ... fml), no matter how precise you aim, you will either get stuck at some objects (because some people at DE do not properly calculate the vector going of the cam module and crosshair... so the dash start to end are way too off) or the damn thing tries to vault over stuff, to eventually overcome them or worse, to teleport back to the origin/start of the dash animation. They simply need to go. There is no reason for them to stay, at all. Regardless of the neaty animation and trigger process, and the time being put behind them, remove them.
  14. Corpus tilesets (interception in my case) are also having immense issues, be it solo or 4/4, the enemy fissure cluster spawn is behind the 10% stage. Usually, you can determine if the mission will succeed (cracking open the relic) or totally fail by checking the current progression / 10%. E.g., at 35% progression, you should have at least 3 or better 4 fissures collected. Usually, that value on badly tagged tilesets, are more likely to have 1 to 2 fissures less in total, so you will "under-collect" fissures compared to your interception progress bar. Ending up with 4-7 fissures when hitting 100% isn't that uncommon, and these issues exists for YEARS. DE does not care, no matter how many people are nowadays spamming this kind of topic, they simply don't care.
  15. Ceramic Dagger would be your best choice. If they would actually fix throw weapons, the Xoris might be even better. Why? Because of its infinite duration and extreme radius upon charge attack explosions. What they need to fix: The insane amount of charge time, not reflecting the actual real charge mechanic when melee-throwing fully charged/loaded, which is out of this world when using throw weapons with Kullervo's first ability.
×
×
  • Create New...