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Markov

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Posts posted by Markov

  1. In general, teleport volumes remove active abilities, including buffs, from your frame (even if entered when in Operator). Overguard can reasonably be considered a "buff," considering it is only available to players through certain abilities (as well as a decree and a riding intrinsic), and even provides status immunity. It makes sense then that entering a teleport volume removes the Overguard buff, and hence any existing Overguard, from the frame.

    Overshield is part of the base mechanic of shields, which shouldn't be affected by teleport volumes (as they don't actually damage the player. 

  2. This bug was added to the "Known issues pending fix for the next cert updateback in February:

    and from the notes for Update 33: 

    • Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped. 


    And yet, it is not actually fixed. See screenshots demonstrating the bug for Wisp Prime's Reservoirs.cthUfkY.png7eqk6aq.png

  3. when Hydrolyst was in his ''lying down'' phase, rewards just dropped and he disappeard.

    This sounds like a bug known as "healskip," caused by there being a damage instance large enough to "capshot" the Eidolon in the same frame that the last limb is broken - at which point the Eidolon dies and drops kill loot. In very rare cases healskip can result in a capture if there are enough charged lures, in which case the loot pops from the lures 15 seconds after the "capshot" (which in this case is really 15s after the last limb break).

    It is hard to tell from the clip because of its short length, however; it would need to show from the last limb break to when the loot dropped (either from the Eidolon or the lures) to be certain it was a healskip and not some other bug.

    This is a fairly uncommon bug - personally seen healskip kills at most ~20-25 times, and never a healskip capture in ~10k Hydrolyst captures. It typically happens as some combination of the following:

    - Low host FPS - longer frametimes mean that the time window for the requisite two damage instances is longer (for example, ~33ms at 30fps vs ~7ms at 144fps).
    - Using high-fire rate weapons like Knell Prime or Vermisplicer to break the last limb - especially if multiple people are shooting.
    - Using Void Strike and/or stacking Volt shields and Magus Melt on the last limb, so that an Amp has sufficient damage to break it and/or do the "capshot." 

  4. On 2023-05-04 at 11:23 AM, (XBOX)Dark Kire said:

    Also there seems to be a bug with Eidolons not spawning at all sometimes on initial entry of the plains of Eidolon. 

    The most likely cause is an old bug that's tied to your Plains session. It seems that the state doesn't get reset properly when re-entering after killing or capturing at least one Eidolon, and Teralyst will not spawn upon re-entering from Cetus. The fix is to extract to orbiter, then return to Cetus/Plains. 

    I've never seen or heard of it occurring on the *first* Teralyst spawn (whether entering Plains before or after night has started), but resetting to orbiter would probably fix that as well.

  5. The terrain at long spawn (a steep slope next to a body of water) is rather problematic for lure pathing, and often lures seemingly within range may not remain properly tethered to an Eidolon - especially when they're moving. In the clip you took a sharp curve around the Eidolon and down the hill as it was standing up at the end of the healing phase, putting its hitbox directly between you and the two lures you were controlling. This caused them to start moving away from the Eidolon rather quickly, as well as floating up into the air due to the uneven ground. The visually tethered lure likely became disconnected for a brief moment, resulting in a failed capture.

    The Lingering Torment mod you picked up drops from Gantulyst, so it was actually killed or captured (the Eidolon suddenly disappearing is a visual bug). As for which - "Bounty Failed" is not a reliable indicator, as for example it's often caused by yet another visual bug (the Eidolon going through the kill animation after a successful capture and leaving a quite tangible corpse on the ground). Normally the loot drops at the Eidolon immediately upon kill, or from the first lure to tether to it about 15 seconds after a capshot. We don't see either in this clip however. I don't recall seeing this happen in ~10k Hydrolyst captures, but my best guess is that the bounty failing may be related (I never take the bounty from Konzu, personally). Failing that, the loot either somehow managed to pop below the ground (if it was a kill), or the game couldn't determine which lure the capture loot was to pop from and so the loot just...didn't pop.

    To avoid this in the future I'd recommend staying near the Eidolon so the lures aren't moving all over the place before the capshot, especially at this spawn.

  6. 1 hour ago, (XBOX)TehChubbyDugan said:

    Which is absolutely idiotic design.  You're literally stating a huge part of the problem with pure RNG systems and acting like it's some defense.  The fact that some people will hit the 90% failure rate every time instead of a 10% success chance, and will get screwed over for absolutely no reason but others will get what they want first shot is complete trash.  You have someone putting in an order of magnitude more effort for the same reward someone else got basically for free.  What sense does that make to any reasonable, rational person?

    So, you are unhappy with the game design (purely random drops, independent of each other). This is not a BUG. You are posting in the BUG REPORTS forum.

    Try the "Feedback" forum instead?

  7. Unfavourable RNG isn't a bug. When I ran PT phase 2 for Atmo Systems drops to rank up Vox Solaris (roughly 2.5 years ago), it took ~60-70 runs to get the two drops I needed (Update 31 actually reduced the number of Atmo Systems needed from 10 to 5, for what it's worth). It would of course have been possible to get them in two runs, but such is RNG.

    7 hours ago, Naroxas44 said:

    In the event that you're just incredibly unlucky, Little Duck sells them for 2,500 Vox Solaris standing as well.

    These are only available once you rank Vox Solaris to 3 (Hand). Before that, the only sources of Atmo Systems are Profit-Taker phase 2 (10%) and Profit-Taker phase 4 (11.43%).
     

    1 hour ago, (XBOX)TehChubbyDugan said:

    You've quoted me, and I of course stand by my original statement, but I stand by the whole thing.  That includes the part where I bad mouth the horrendous RNG that creates the illusion of a bug.  Is it working as intended?  Absolutely.  Is the intention completely heinous and predatory?  Also yes.

    I ran PT bounty 2 for systems so many times before they dropped that I could speed run it, and be back in the back room standing at the bounty table (on an xbox one, with long load times.) before they had introduced all the directors you're supposed to kill.  They keep talking until you start another dialogue up, so I could literally finish the bounty and be back inside at the table to take another bounty before they had even finished telling me who the targets were.  My best time was right at 2 minutes on the game clock, and times were consistent.  I ran for hours (I want to say it was six) before they dropped, which put me well outside the "expected" range and into "statistical anomaly" territory.  I've seen player in game and here with similar stories.

    I bring this up because if RNG screws enough people bad enough that it gives the appearance of a bug, it might be working as intended, but it also probably needs to be reviewed, and it has been like this and unreviewed for years.  Despite my point still standing about the statistics, you probably picked the worst person to tag because this farm is one of the things that pretty much sealed the deal on me having zero faith in DE.

    There is an inherent selection bias here, though. The people with unfavourable RNG are far more likely to make posts complaining about it than the people with favourable RNG...

  8. This type of bug is relatively common and has been reported for years. It's mostly clients that are affected. There's various workarounds, but in Circuit where gear wheel is unavailable the most practical one would be to let yourself be downed, then revive yourself manually (without Last Gasp).

  9. High CPU usage and stuttering is normal when compiling shader caches, which generally only happens once - when loading a new area, for example. If disk space for storing the compiled shader caches is not available, then the game can be stuck constantly compiling and discarding the shader caches due to exceeding the size limit. Be sure that you have plenty of free space on the drive they're stored on (generally your Windows install drive), and that Shader Cache Size is set to "Unlimited" in Nvidia Control Panel.

    Another possible culprit is the framerate being uncapped, if you're CPU-bottlenecked and the game is actually making use of the CPU (to render as many frames as possible). 

  10. 22 hours ago, Nova-IX said:

    Ever since the update, I have had the game stutter/freeze every few seconds. I have tried many things to fix it, but nothing really works. The weird part is, every time I do something, it is gone for like a day and then returns next day.

    I have tried the following:

    • Complete reinstall
    • Updating graphics driver (I haven't tried using DDU, but I highly doubt it will fix it)
    • Reset the graphics driver settings for Warframe
    • Verify and Optimize for download cache
    • DirectX 12 beta
    • All low settings, fullscreen vs windowed as I normally run borderless

    The stuttering is lighter on classic engine vs enhanced, I found uncapping the fps helps but doesn't stop it at all. Changing settings doesn't stop it either, however it does seem worse with higher settings. I don't see the stutter in the orbiter, or at least I haven't noticed it.

    My system isn't thermal throttling either nor bottlenecked. I have had no majour performance issues with this game until the duviri update.

    The stuttering looks like this for me:

      Hide contents

    This is with a fps cap on, which made it worse, and also on enhanced engine.

     

    Make sure that your shader cache size isn't limited in Nvidia Control Panel (or the equivalent if you have a different GPU manufacturer). Shader caches having to be recompiled over and over is a known culprit for this type of stuttering.

  11. On 2023-03-28 at 4:08 AM, (PSN)Redphienix said:

    The most I would like to add or generally collaborate would be that the bug seems isolated to ammo mutation mods being equipped (obviously including vigilante supplies) and the only "solution" to temporarily fix the issue and allow you to use your interact prompts for hacking etc is to constantly empty your clip until it finally eats through all the ammo boxes on each reload, especially tedious when the bug decides to disable manual reload as well.

     

    It's genuinely a night and day experience going from a build that utilizes ammo mutation mods and constantly endures this glitch, versus playing any build that doesn't use those mods and suddenly is allowed to play the game lol.

    I personally haven't noticed this issue, but ammo mutation mods are extremely helpful for weapons like Kuva Bramma that got dumpstered by ammo nerfs...so I'll keep using them.

  12. Honestly, triple umbral build is better than Adaptation anyway. You get 22% more ability strength, 16.5% more Tau resistance (which applies to all Eidolon attacks aside from the Hydrolyst lightning, to my understanding), and a tad bit more armour on your Volt. The Negate mod for Wyrm Prime is helpful for keeping the electric procs from stacking too high, and if you can fit it on your build, Rolling Guard will completely remove status procs. Ancient Healer Specters also give status immunity and 90% damage reduction, and are a nice workaround to the current bug where Volt's shield does not prevent self-stagger from aoe weapons (namely Propa Scaffold).

    Personally I've never run Adaptation in ~8000 Hydrolyst captures, always triple umbral for solo/dps build, and have no issues with survivability running Magus Elevate and Magus Repair (especially in duo if vs is also running Magus repair) so long as I'm paying attention. If my shield gate pops and there's a chance of me dying before it's time to shoot the limb, I'll drop a shield restore for shield gating. As vs I run triple umbral on Volt and double umbral on Nova and don't have any survivability issues and I'm really only in my frame near the Eidolon to cast an ability (shield as Volt, wormhole as Nova) for a few seconds before the energy spike, then I am in Void mode and between the 90% damage reduction on frame from having an active buff (roar as vs, eclipse as dps/solo) and Magus Repair there is no virtually no risk of the frame dying - and if so, shield restores again can help. You can also drop an energy restore after proccing Eternal Onslaught and Eternal Eradicate to stay in void mode until it's time to shoot your Amp, and or even health restores (though these really shouldn't be necessary).

    The only real use for Adaptation is for dealing with the electric procs on Hydrolyst, but simply staying in Void mode during energy spikes and making judicious use of Magus Repair (and Elevate if dps) makes this mostly a non-issue. As I said before, Umbral mods are generally more useful for survivability, along with providing ability strength, but if you really want do use Adaptation, be sure that it is not ranked past 5 or 6. It takes 15 seconds for the loot to pop from the lure after the Hydrolyst capshot, so with a lower rank mod the buff will expire before you extract. Although of course, a lower-ranked Adaptation means you get even less benefit from it, making it even more dubious of a mod choice.

    If you don't have the Umbra Forma to fit umbral mods, you can honestly just run Rolling Guard instead. This frees up an arcane slot (timed properly, you can tank the energy spikes with no need for Arcane Nullifier) and between the i-frames and status cleanse is far suited for survivability than Adaptation. It's also nice for capshots so you don't randomly die or get knocked down (if not running Unairu as dps), and for proccing Cascadia Accuracy for capshots if using a secondary like Knell Prime.

    TLDR: This bug is most certainly not "ruining game experience for players trying to solo Eidolons" (although I would heavily recommend Arcane Nullifier over Rolling Guard for solo). You can see here for example that someone did a solo 6x3+1 within normal drift (~ +/- 5s from 50min night duration) about a week ago - so the workaround for this bug, quite honestly, is simply to just not use Adaptation (this was with triple Umbral build): https://idalon.com/nights/6f190247-e67d-4c04-8d53-c3a350276da0

     

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