Jump to content

SethAshcroft

PC Member
  • Posts

    32
  • Joined

  • Last visited

Posts posted by SethAshcroft

  1. Still encountering issues with disappearing main objective markers, albeit this time it tends to disappear after two or three side objectives instead of just the one. Still easily remedied by just noting where it is on the map, but I know many people would prefer the more direct guidance.

    Still consider this a fantastic update, excellent game play loop, with neat tidbits all over the world. Hope you all continue to add little bits here and there to continue to make the world feel even more alive and consider giving the same small touches (not investments, just the little bits) to the other open maps.

    • Like 1
  2. 29 minutes ago, Taikurii said:

    Bounty waypoints are very bugged in the Duviri Experience after the hotfix - they completely disappear permanently when a side objective is started, and sometimes just at random. Also, I can no longer use Drifter melee by left clicking even though I have that setting enabled, as it just does the quick shot. I'm not sure if this was intentional, but it makes melee much more difficult as spamming E hurts my hands. I would much prefer to just quickly swap to the gun with F and back, which I was doing for the quest before the hotfix.

    Thank you for all the hard work, my friends and I love Duviri and it'll be even better when the bugs are ironed out!

    This. Really harshes the ability to do runs unless you are proactive with waypointing, and even then you can have side objectives spawn on top if you. Without lightning fast laser eyes, there is no way most players will be able to keep track of the main objectives.

    Additionally, during the Envy Spiral I was able to trigger the process of "reassembling the shrine" after starting it initially, which results in a soft-lock and inability to progress. It happened to me during the final step of main objectives for Envy Spiral about an hour ago.

  3. It appears enemies can spawn above certain areas in Spy 2.0 missions along parkour areas and thwart attempts at stealth.

    http://i.imgur.com/9bapNXm.jpg

    Also, will try to reproduce, but it seems enemies can also set off the alarms by passing trapped doors, which is unfair to players as enemies should likely not be setting off their own alarms to erase the data.
     

    Hikou's weapon trails are gone, i hope it will be fixed soon

    Can confirm, weapon trailers for Hikou Prime and Despair also missing.

  4. Another bug, using Radial Javelin boosted by Stretch mod resulted in setting off the alarms for a Spy 2.0 mission before ever entering the room or even unlocking the door to the vault room. Will reproduce if I can and take screenshots to prove so. Was done on the Jupiter mission of the Stolen Dreams quest to acquire the data from the Corpus.

  5. Thanks for all the hotfixes!

    However, one thing I would like to note that seems to be an unintended change, is that enemies appear to be able to see you from much farther away while in an unalerted status. This puts an incredibly hamper on the new missions, leading me to begin feeling that the only way to truly never set off the alarms at all during the entire mission is to play Ash or Loki.

     

    Secondly, I have yet to see any extra rewards for perfect data extractions, with no screw ups on the ciphers, and perfect stealth within in the vault. If these extra rewards require complete stealth for the entire mission then I don't see a lot of players earning these rewards, especially with the seeming changes to enemy vision that might be tied to the lighting changes (which are much brighter now) or perhaps the NPC accuracy changes (which are very welcome and I am enjoying).

     

    Thirdly, enemy awareness needs to actually reset when you turn off the alarms and remove yourself from view/the room. Having Grineer Lancers still hiding behind cover staring at the only entrance to the room that lacks all idea of cover is the complete opposite of "resetting." It makes it impossible to enter most rooms if you've had enemies become aware of you at all, causing it to be a never-ending and futile cycle of trying to kill them all, having the alarms go off anyway, resetting them, trying to move to the next room carefully, only to have enemies STILL waiting for you two rooms away. It's not game-breaking, but it's extremely annoying and lacks all immersion. They should at least go back to walking around so players have a chance at resuming stealth.

     

    Fourth, and the simplest one, I had a Napalm see through the invisibility of Excalibur's Super Jump when I tried to hop up from out of his vision to snipe him with Dread. Not exactly an okay thing. This has happened multiple times with different enemies.

     

    Lastly, the whole deal with enemies become alert upon seeing a corpse or one of their allies killed in front of them is neat and all, but it sort of ruins the use of bows, throwing weapons, and other weapons that cause corpses to be moved, because it makes it nigh-impossible to not have the corpse fly past an different enemy's view cone when it can carry them across entire rooms, and sometimes even along walls (which looks very odd). I've had cases in the past few days where I shoot an enemy with Dread who is out of any other enemy's view, have him fly along a wall, enter several other enemy's sight cones in the process, thus alarming them enough to set off the alarms. Not fun.

    EDIT: And Despair seems to have lost their energy trails and now look very odd, like I'm throwing tiny daggers of glitter. Dunno what that's about.

  6. Mission bug. EDIT: Major mission and tileset bug.

    Attempting to pick up the power cores might result in being stuck in place, able to sprint and move without actually going anywhere. Also removes usage of abilities, jumping, and attacking. Having a Valkyr Ripline you will move you but not restore control to character.

    The Corpus Ice Tileset has a massive and gamebreaking bug.
    Some points of the tileset may cause your screen to fade to black as if you had fallen, and will warp you to extraction. Attempting to return to the area (in this case, the one near the extractors) will result in the same thing, causing you to fail the mission. This also will apply to the enemies, and may result in being unable to obtain power cells.

  7.  Snipetron (+Vandal):

            - Added 2.5 puncture depth (3 for Vandal).  

            - Increased damage from 100 to 125 (125 to 150 for Vandal).

            - Reduced reload time from 4 s to 3.5 s.

     

    Only the Snipetron (Vandal) gets the puncture depth? Really? Correct me if I'm wrong, but puncture depth would imply that it can pierce enemies and terrain, right? If that's the case, that's kind of an insult to everyone who started playing after than event. Adding puncture depth to sniper rifles in general is something I believed people mentioned that would help. Why would this only be one one sniper when they all could benefit greatly from the boost? It makes very little sense to not do so.

  8. I didn't see anything about it in the hotfixes, so I came here to report it.

     

    My friend has been attempting to complete missions stealthily with me, but even though I have made sure that her silencing mods for her weapons are ranked up to 100% noise reduction, whenever she takes a single shot, all of the enemies go into a panic and set off the alarms. This even happened with Paris of all weapons, and I couldn't understand how Paris was alerting the entire base/ship whether it was landing hits (and killing enemies in a single hit) or not.

     

    I never understood why until recently when she acquired Banshee and I noticed that the skill Silence wasn't working at all. Not only would it not highlight silenced enemies, it wouldn't stun them as the skill is described, and it also simply had no effect at all and wouldn't silence allies nor enemies. After noticing this, I let her host the next session, and was playing around waiting for her to test silence while firing my 100% silenced Sicarus Prime around. When she found enemies and I went to blind them (I was on Excalibur) I noticed they were already in an alerted state and I was confused. She hadn't been seen or fired any weapons. I had her test the Banshee skill Silence, and while the enemies were not highlighted as the skill described, they were stunned. However, the moment I fired my 100% silenced gun again, they all started panicking, and even enemies from down the hall came to join the party. Completely confused, I used a melee weapon to take out all of the enemies, reset the alarms completely, and then waited for all enemies to return to being unalerted.

     

    After this, I went and found an enemy who was patrolling, and while hiding completely unseen behind cover, I fired a few shots on my silenced gun again into the wall, where no enemy would see. Of course, my prediction came out correct, and all enemies immediately scattered and set off the alarms.

     

    (TL;DR) The summary of this is, unless you're the host, Banshee's Silence is bugged and won't stun enemies in the effect, and it is also bugged that it won't highlight enemies at all (not even in your energy color to begin with). To add to this, it seems that unless you're the host, all silenced weapons, including naturally silenced weapons such as Paris, Kunai, etc. and all effects that would silence weapons are completely null and ineffective, and are considered to be at 100% noise value. This is a pretty frustrating bug, and as someone who likes to try to stealth with friends (which never goes too badly) it's incredibly irritating that I am now forced to play solo whenever I would like to stealth, or I am forced to keep my friends from firing a single shot the entire mission. Talk about a bummer...

  9. The tinting's prolly color correction.

     

    Probably. That's why I added, "or game settings," because I've had people complain that color correction can totally ruin the lighting sometimes. Heck, when I was using Warframe on another person's PC, it turned all the blues into pinks during (I think it was) a Corpus or Derelict mission. I had no idea what was going on there.

  10. I'm going to have to say that the first screen shot looks the best. The other two, however, I think look poor, and the odd green and blue tinting seems to come from nowhere other than possibly bad lighting, or game settings. It just looks off... but again, the first screen shot looks to be the best of them all, and better than the currently over-bright circumstances that we have now.

  11. I gotta say... a lot of these posts leave me baffled.

     

    Most of these posts appear to be just people firing off the first thing they can think to blame, or they're hardly thinking things through at all. Some of you even sound like conspiracy theorists with your, "they're greedy," or, "It's just going to be COD," or, "I want another company to make this game." None of these are sound reasoning or even actually logical. They contribute absolutely nothing of value to the conversation other than a knee-jerk reaction that reminds me of those people who own fifty different cats and build their own bomb shelters.

     

    For starters, some looks have changed and things have been updated. This happens with time on any game, and is largely inevitable. To ask developers not to increase graphical quality of a game over time is like asking grass not to grow. Things will change as time passes. Moving on...

     

    To people complaining about power creep or "killing things is too easy":

    There's always the power creep. As your mod and weapon collection grows, and the enemy doesn't grow in any other respect other than MOAR STATS, then it's pretty easy to see why things get easier. It's not really nerfs, or buffs, or any of that suddenly making the game easy. The game becomes easier because it's just a current problem overall, and buffing/nerfing everything to hell and back isn't exactly going to fix it, and neither will "buff a little here, nerf a little there." It's an overall design problem at the moment that probably will be solved more by fleshing out the game rather than trying to balance it all around what we have now, considering that what we have now is hardly even scratching the surface of what the developers want for the game, and given that the game isn't even seen as completed by the devs, you can imagine why they aren't exactly inclined to fix this sort of literally every single time it shows up. They have other concerns, and that's fine. They have more things to do other than being ever-responsive to the screaming masses rioting about every minor change that occurs, half of which are demanding questionably reasoned desires, and only the smallest percentage of are actually giving coherent and logical suggestions.

     

    To people complaining about getting new stuff or, "where is the stuff we were promised?":

    To begin, let's address people with the current rage of, "OMG DE Y U CHANGE THING?" Well, that's because they get responses from the community complaining about something. "This thing looks old, can we change it?" "This section looks really not well done, can that be fixed?" "Can we get a better HUD? This one isn't that great." So then, DE goes and changes it, updates it, adds to it, whatever, and the response is, "OMG Y U CHANGE THING IT NO SAME," and, "You changed it, but it isn't what I wanted it changed to." Well, sorry that you're displeased by change, or that DE couldn't pinpoint exactly what your imaginary design of the new thing or update was by reading your thoughts. They're other people, not just some sentient object that is required to churn out your demands whenever you have them. The de-humanization (wordplay, heh) of gaming studios is absolutely rampant on the internet and also extends farther than just gaming studios and to companies in general. This development team that you so claim to love, respect, or enjoy content from, is a group of human beings that need to eat, sleep, have lives of their own, and so on. Their existence is not solely to create entertainment for you, it is not to fulfill your every desire for this game, nor is it to respond to your every request and demand, or every cry for their attention. Also, just because you are not typing out or speaking those direct words doesn't mean that you aren't doing it indirectly. As has been said before, "check yourself before you wreck yourself." Lastly, they're a studio creating a game, which at the end of the day is a product for you. They need to make money off of this somehow to fund it, and creating, maintaining, and updating a game requires massive amounts of money. If you want to see how much cash it takes to accomplish it, try drawing up mock design of gaining funds for a game and the stuff needed to make it, as well as paying people to help, and see how much it costs. For an easier, less time-consuming example, look at how much funding Mighty No. 9 drew in for it's Kickstarter.

     

    To people complaining about the atmosphere:

    While I agree with a lot of these complaints, especially ones directed to the excess light in the Void, and wanting a more dark and/or sinister feel to certain levels, I can't help but feel this is something that DE simply isn't currently focused on. I think right now they're more concerned about optimizing things so that people of all systems have an easier time playing, rather than making things look amazing for a handful of their players. I completely agree that I would like more emphasis on environments, and have derelicts and whatnot seem dark and clouded, with only the flash of guns firing and sparks flying giving any real light to the Infested hoard crawling within, but at the same time I think applying this to every single tileset would be the worst idea. If every environment was dark, foggy, and clouded, then it'd be boring and dull. The game needs variety in order to stay interesting, otherwise missions on Mercury and Pluto would all be the same, and there would be nothing new to see. That would only result in a complete backfire of what most of you are asking for, which is a more suspenseful ambient feel to missions, because all missions would become uniform, and eventually boring. If it all feels the same, then it's never going to be unique.

     

    To people asking for enemies that feel intimidating or a challenge:

    This is the part where numbers and balance really come in to play. Since DE doesn't seem particularly focused on enemy AI or difficulty (though this may change with the upcoming unit additions), then you're eventually going to notice in the later stages of gameplay that the Grineer and Corpus aren't as intimidating as you thought they were in the beginning. It's hard to find something intimidating when you can put a single bullet through it and call it dead. Given that there is no real mention of any change to enemy behavior or any notable changes to enemy stats or scaling, it can be said that this isn't a new problem, it's been a problem all along. The biggest point to note here is that while Tenno have really gained strength, our enemy hasn't. New unit additions may be nice, but they hardly offer a challenge when they all behave the same way, have roughly the same statistics, and thus are just as easy to put down with only maybe an extra bullet or so needed. Again, the point to note here is that the problem really isn't so much that we have gained strength in damage values, but that we have gained strength in options, tactics, utility, and methods of killing. Our enemies have not. That is the real problem.

     

    EDIT: Also, please note that I'm not saying that DE's execution of everything is currently flawless. I'm not saying it's terrible or that everything is ruined (which many of you seem to be claiming), nor am I demanding immediate solutions to these problems, as developing anything takes time (if you don't get that, look up the definition of the word, "developing"). I agree that there are existing problems that need to be changed, but I think trying to nail DE to the wall over any of it is the wrong direction to take. If the existing problems disturb you so greatly that you can think of no other reaction to take, I implore you to simply stop playing the game. If some of you truly despise all the changes or state of the game, then stop playing. If you admit that you still enjoy the game, and are simply wishing to see more or less of a certain problem or thing, understand that you will have to compromise with what DE wishes for their own game, as well as what's within certain limits, and also the wishes of others in the community. This game isn't yours alone, it isn't mine alone, and we're not the only ones that have ideas for it. Please respect these kinds of things.

  12. It may seem like I'm just shooting it down, but nothing about simply reflecting bullets to build combos is skill rewarding. It's just a lazy way to do things, and that's that.

     

    Also, having all frames be inherently as good as all others at melee would totally devalue to rate at which frames like Ash, Rhino, Loki, and others have melee-enhancing abilities that allow them to excel. If Ember and Nova were suddenly able to excel in melee combat as much as other frames, while also retaining their room-nuking abilities, then they would truly become overpowered. It would require balancing far more than just the melee system.

     

    As for your exploitation of Trinity's abilities, that is a choice you make. The game, in normal content (not including trying to go as far as possible in endless survivals, defense, etc.) does not exactly force you to play one way or another. Sure, you can build for a faction, but you don't have to. Sure, you can be lazy and go with a rainbow build, but you're given the option to customize as you like. To even suggest the idea of normalizing all of the frames' level of effectiveness on even one mechanic of the game is just insulting to all the options of customization we are constantly handed. They might not be unlimited, but it would be insulting nonetheless.

     

    Also, I see 2x melee damage bonus against all factions quite often. Maybe it's because I'm adept at melee. Maybe it's because I prefer my melee weapon over my guns. Maybe it's because I try hard enough. Whatever the case, it certainly is not because it is impossible or even that difficult. If you can possibly admit the idea that you may just not be that competent at melee combat, then why not just fully admit it? Don't call for a rebalance of the system or added functions to make it easier for you. Perhaps you just aren't cut out for it, and that's totally okay. I have a friend who seeks melee combat as a last resort and prefers firearms as his primary offense. To top it off, he's a Rhino, a frame that could easily excel in melee combat. I have another friend who also mains Rhino and is the complete opposite, completely excelling in combo execution, retaining the combo meter, and weaving in and out of combat. There's nothing wrong with one of them being better at one thing than the other, but if one of them decided to call for easier methods for whichever method of combat they found themselves lacking in, I'd give them a dirty look. It's just unfounded and selfish.

     

    Also, as I said before, being unable to block when you reach zero stamina is ALREADY a mechanic. It cancels your block the moment you hit zero. Also, reflected bullet damage really doesn't do enough damage quickly enough to be a viable form of damage-dealing, and I don't think it ever should be, because again, it would just simply be lazy and boring, as you already pointed out partially.

     

    I know from experience that tying more forms of code and events to already existing combos and also applying more reflective physics (which by the way the glaive bouncing physics are... not the best) and trying to fine tune them would likely take a considerable amount of time, and not to mention likely create more bugs and issues than it'd really be worth. Again, as I've said many times before, the function is also just... really it's just completely lazy as a method of damage and combo-boosting. I don't see how anyone would really get any enjoyment out of it or how it would really help the game at all.

     

    I do agree that the delay before your combo is cancelled could be extended by a small amount, or we could at least be given some sort of timer or visual indication of how long until the combo expired which would make it easier to manage, but I honestly don't think that the melee 2.0 system really needs that much improved to it. There's always the issue of weapon speeds, and so on, but again, if you have hard numbers as stats and you're playing to do the most damage as possible or to be effective, you're going to prioritize building for the occasion and capitalizing on damage before everything else.

     

    Mainly what I'm saying for a lot of this is that you can't have it all and have it be fun. If you had everything easily accessible, doable, and so on, if nothing was really a challenge, then half of the community would not have stuck around. The only thing I think that could be improved upon is the variety of combos, as it seems like many combos are somewhat same-ish currently, but the system is brand new. Also, I think there should be a tad more variety for builds. There's builds based on life-steal that cost more in energy, builds based on elemental damage, builds for speed, builds for crit, builds for constant channeling, but in the case of attack speed boosts, mods like Quickening do not trade enough attack speed for the massive energy increase in channeling. I think it would be interesting to trade very small amounts of pure damage for attack speed, which could help players like you who (seem to, at least) get more enjoyment out of seeing the combo count climb than anything else. If all you're looking for is melee to somehow be more effective than guns, or to be easier than it is, then I have no real suggestions for that at the moment, as everything that's been brought up would simply dull the system more than anything.

  13. I'm not quite certain ranged melee is the proper way to describe it. I'm basically trying to outline a system where grineer and corpus are as fun to fight in melee as infestation. Yes you can reflect bullets back at enemies to grow a combo however the reflected bullets are not affected by the combo multiplier. you COULD sit there reflecting bullets, but it would pointless. Unless you decided to run in and finally attack the enemies. Grow your combo properly as reflecting bullets only counts for a 10th or so of a melee hit, not only that but also requires the stamina to reflect.

     

    Firstly, honestly I think this idea would not be as effective as you think it would be, and also that it is a poor idea at the start. I would have to reflect 10 bullets to even add one hit to my counter, and unless I am literally surrounded and reflecting all possible bullets, at no point is this really an expedient way to gain hits to my combo counter. Not to mention, reflecting/blocking already requires stamina.

     

    Secondly, there is plenty of mobility to melee already. Coptering was actually improved, and I fly further than ever with Melee 2.0 in effect. Combined with quick reflexes, knowing my reach, and precise judgement, carrying combos across entire rooms of Infested, Grineer, or Corpus, is hardly an issue at all. Not to mention, many weapon stance such as Swirling Tiger have absolutely no issue building up the combo meter as they have extremely quick multi-hit strikes. If you feel you don't have enough reach still, then either swap for a glaive, kestrel, or the Glaive Prime, or ultimately melee combat just might not be your thing. After all, the idea of Melee 2.0 was to make melee combat a viable option, not to make everyone and their mother suddenly throw themselves at the idea of only using melee weapons. Some people prefer guns, and sometimes guns will be more effective. That's how the game, and even reality, is.

     

    Thirdly, the Glaive and Kestrel can be thrown and returned before the combo meter dies out, provided you do it correctly. Another idea of melee combat being improved would be that high skill would be rewarded by the combo meter, and essentially allowing an extremely easy (and lazy) way to build the combo meter would entirely defeat the point of implementing it in the first place: to reward skill.

     

    In further, after reading your comments a little more carefully, it's becoming a growing feeling that you have not tested any of these claims out as much as you'd like use to believe. I have jumped into a group of 10 or more enemies consisting of fusion moas, heavy gunners, and so on, and survived easily. The key is being geared and built for it. If you build an Ember or a Nova to not have boosted shields or health and you aren't running Guardian on your sentinel or Life Strike on your weapon, what on earth are you doing in the middle of that many enemies anyway? I run either Excal or Ash built around melee combat, with sprint and stamina regeneration mods to get the most out of movement and blocking/attacking, and my Glaive Prime is built with Jagged Edge, Pressure Point, Fury, Focus Energy + another element to combat whatever faction I'm facing, as well as Whirlwind to get massive reach and speed out of throwing it, and Life Strike combined with Killing Blow to return as much health as possible when I channel to restore my health, should I take any damage. Playing as Ash or Excal, I Smoke Screen or Radial Blind as necessary to prevent excess damage.

     

    The above stated, not every frame is going to excel in melee combat as much as all of the others and will have to take different precautions in order to succeed. If that wasn't the case and no one had to prepare for strategy before just jumping in and destroying everything (which is why there's such an instinctive hatred for Nova players) then the game would be extremely easy and extremely boring for many people, which is something I'm pretty sure a large amount of the community does not want. Sure, annihilating everyone easily and being an untouchable ninja god sounds cool, but without a challenge, things get boring quickly.

     

    Adding to all this, making the act of reflecting bullets a viable form of damage (reflecting full damage back at enemies) would be devastating to the balance of the game. Add a maxed Quick Rest mod to your warframe, and you would take little-to-no damage the entire time, while absolutely annihilating all of your enemies simply by standing in a corner and blocking, not even counting the idea of bullets being amplified by the combo counter.

     

    EDIT: P.S. Coding all of this would likely be a lot harder than you think it actually is.

  14. I would like to say that this bug is still persisting for Glaive Prime, but not Glaive. Despite Glaive Prime's faster flight speed I'm tempted to just boost Glaive's flight speed and use it instead so I don't risk having that swishing sound plaguing me for the entirity of every mission I'm in.

×
×
  • Create New...