Kinperor
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Posts posted by Kinperor
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Thanks for the support, but really that's a minor thread compared to my other "explorafun" threads (Including void run fun ride).
Anyway, more reports:
#26 TBF: Drop trap.
That specific blue sphere is easy to access, but the same cannot be said of the other racks in the same room. It would be nice to not lose drops just because you can't reach it. Same room as #18.
#27 TBF: Mob trap.
Speaks for itself. I don't know if the charger spawned there or if he fell that, but I only had this trap occur once in person.
#28 TBC: Secret room estate.
Green square can be accessed already by some wallrunning, and there are already doors up there. Either stick some containers or carve a new room behind those doors to get some loot goodness.
#29 TBF: Ninja catcher.
Flip jumping in the right part of the highlighted area will suspend the player midair until he slide out of it. I suggest you fix it by making the consol more square and regular on the top, I mean honestly that's one of those spots I go often on Xini to get a good field of view, but I find the irregularity of the console annoying for that purpose. I know that square and symmetric props makes for boring sight, but I think we can do an exception here.
#30 TBC: Weird reflection.
I'm not quite sure what is supposed to be reflected here? I'd rather have a clear window than that honestly, it just feels wrong when it's square reflections you can't tell what it is. Located in Xini should you decide to remove it.
#31 TBF: Clipping columns.
Yes it's Xini again, and the highlighted columns are clippable through, and I was surprised to run through them, normally you just avoid them and you never touch them, but I digress. Need something solid under that texture.
#32 TBF: Flickering column.
I don't know how to replicate that one honestly, but luckily I caught a picture of the column as it was visible. So yeah, problem there, wish I could tell you how to replicate, but I don't know.
#33 TBF: Head clip.
Highlighted area clip with heads when you climb on the lockers.
#34 TBF: Head clip (stairs).
In hindsight, maybe I had head clip problem cause I'm playing Saryn (tallest frame). At any rate, I had it happen.
#35 TBF: Head clip (catwalk)
Pretty clear I think, walk into the highlighted area to trap your head inside the walkway.
#36 TBF: Glitched lockdown.
After a host migration, the doors locked down for some reasons. Dunno what other thing could've provoked it honestly. I could fix it tho, by provoking an actual lockdown by breaking the windows in that room.
Anyway, that's all for now. Actually, those were to be posted yesterday but it was getting late.
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Cruel lack of love for this thread, I almost forgot about it. No more:
#14 TBC: Lobby screen Tenno missing a handgun (not specific to tileset)
For spy missions, there's the third frame that is holding up his hand without anything in it. Looks kinda dumb, so I dunno, stick a Lex in there.
#15 TBF: Player trap.
Don't have much detail on how it happened, but trippy wallrunning was involved.
#16 TBF: Tenno catcher.
Flip-jumping into the highlighted area will suspend the Tenno until he slide out of it.
#17 TBF: Container clipping.
Speaks for itself. Located on Xini's defense tile.
#18 TBF: Sunken container.
Speaks for itself.
#19 TBF: Clipping doors.
Speaks for itself. I didn't check if I could clip at the same spot.
#20 TBF: Locker clip.
Speaks for itself. Located in one of the back room of Xini defense tile.
#21 TBF: Faulty Container spawning.
As far as I know, thief's wit shouldn't give false alarm like that nor should containers spawn out side the ship. I don't think there was a level below, but I'm not sure.
#22 TBF: Floating moss.
Zoomed in for details, otherwise it speaks for itself.
#23 TBF: Wide console activation.
It's hard to see, but I'm actually facing a locker, and the console is to my right behind me. Dunno how to replicate exactly, but I know I didn't activate the other console since there was no lock-down.
#24 TBC: Faulty re-teleportation.
No clue how the sucker got there in the first place, or if he was trapped, but he stayed there a long time regardless.
#25 TBF: Drop trap. (And hostage face?)
Red square highlight an area off limit where a blue sphere visibly fell into. Also, the yellow square hightlight the hostage with an un-covered face? I dunno, I only noticed that while editing the image. It's kinda freaky in a blurry-bigfoot pic kind of way.
Done and done.
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What I do usually is climb on top of the closest door frame under said lockers, then wallrun up and jump where the lockers are. Thing is, you might want to wait 0.1 second before wallrunning directly. Touchy place.
Also, doesn't that kind of thread belong to "Player help player" sub-forum? This isn't really feedback.
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#48 TBF: Mesh merging. (To be investigated by me)
Speaks for itself I believe.
#49 TBF: Mis-aligned door.
That tile's door doesn't align properly with the door on the other side. Pic of the door as seen on the other side (the door on the second floor aligned fine).
On a side note: I really love the new tiles you guys added, the defense one is gorgeous (but so big) and I really have a soft spot for the new vault you added with the three rooms where the doors progressively close as you progress (or don't progress rather) on the course.
Keep up the good work, but don't forget to confirm if the check board glitch is your problem or the coder's problem!
PS: Forward this pic to whoever is responsible for the flash light the sentinels carry,my deth cube's flashlight was still there even after death. http://image.noelshack.com/fichiers/2013/29/1374416759-light-glitch-double-flashlight.jpg
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[ All reports were culled ]
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Hey guys, help me a bit, at the min 32- 34 of the video dont remember exactly about the Steel Fiber bug and I want to know if Iron Skin benefits from it.
My Enligsh is a litle bad and thats why im asking you to help me. Please help guys I really apreacite if someone hear that part of the video and tell me what they were saying about it.
It doesn't benefit from it, but Scott was interested in the idea that iron skin could benefit from armor. (no promise here from Scott)
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More reports:
#55 TBF: Weird hitbox for locker.There's some kind of invisible hitbox in front of the middle locker, keeping me from lining the wall made by the locker.
#56 TBC: Camera clip.When standing next to the orange container, my camera went right through the container and I could see through it, as opposed to the camera being pushed by the wall. Minor problem really.
#57 TBF: Door going through wall.Speaks for itself I believe. The wall probably needs to get fattened.
#59 TBF: Mesh merging.There's a giant rock that shouldn't be there clipping through the corner of that room. Same tile as #54, but in another place. No clue what caused it.
#60 TBF: Missing texture (minor). (Fixed?)Behind that pan of wall, there's a lack of texture and you can see through the wall.
There you go, didn't want you guys to be bored after U9. -
Question #1: What are you guys planning for stamina? Will it ever be tweaked?
Question #2: Will we ever get clan-specific mods?
Question #3: With the new aura system, Energy Siphon was dethroned HARD and it feels like it got over-nerfed, will it be re-buffed to be a viable aura again? Rejunevation has the same problem.
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Woops, my bad. Went over your list too quickly and missed that.
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#86 TBF: Head clip.
Walking into that wall causes head clip.
#87 TBF: Head clip 1.
Walking into stairs causes head clip.
#88 TBF: Clip through rock.
That one is out of the way, you need to jump into it from the platform above where I am taking the picture from. Investigate and move on if there's nothing to be fixed.
#89 TBF: Head clip 2.
Walking into the mini-vents causes head clip.
#90 TBF: Head clip 3.
Reaching the small outcrop under the red square will put you in reach of the highlighted wall and then you can walk into it to head clip.
#91 TBF: Head clip 4.
Same deal as all the others above.
#92 TBF: Terrain clipping.
You can clip into the lower part of the vent entrance. It feels like it's a generalized problem too.
#93 TBF: Walk over handrail.
Highlighted part of the handrail could be walked over.
And that's all for now. "Just" that.
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EDIT: This post's reports have been cleansed.
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Buttload of reports, it's about time I share those (I blame U9 for keeping me busy).EDIT: This post's reports have been cleansed.
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Out of curiosity, have you been doing mainly Nightmares missions?
I think they have increased chances (very, very increased) to drop rare resources.
EDIT: Rebecca says it's a bug (at least for salvage) here: https://forums.warframe.com/index.php?/topic/78001-update-9-inability-to-farm-massive-amounts-of-salvage/#entry852169
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Knew about most of those honestly, but the three I didn't know about blew my mind.
When were the grates seen at 1:25 of the second video added? In this latest patch? I could've sworn they weren't there before (I runned up the columns as well to see if there was stuff up there).
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[ All reports were culled ]
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Thanks for sharing wolverine.
I also bring my own reports (counting wolverine's video as #17):
[ All reports were culled ]
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Uh, didn't even notice someone else reported stuff by truckloads. Guess I'm not the only OCD maniac after all.
Anyway, you're welcome I guess. And AFAIK, the limit could be 15, I didn't test extensively to see what it was, only removed the 2 latest report for the next post.
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Totally agree, the canons needs more heft. As for the shelling, I don't think there's room for a back-loading shell to unload, or even side shells without throwing them on the ground. Nice idea tho.
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#15 TBF: Messed up wall run.
On this specific shot, I can't single out a clear problem, all three highlighted areas gave me trouble with un-reliable reaction to the wallrun mechanic. Either I clipped into a pipe, or I wallrunned straight into the ceiling, or the pipes behaving like it had a floor midway, or aborted ledge climb. Please go over those areas and insure that everything is smooth, I don't know how you handle the tile-modifying magic, but something needs to be done here. If you need more details, say so and I will look into making a more detailed report.
#16 TBF: Sunken ninja.
Picture speaks for itself. Notice the enlarged mini-map to help with your localization.
That's it for today folks, now if you don't mind I got drones to snipe down with my beautiful snipetron.
This week end, an outpouring of Void run fun reports is announced with 70% certainty, bring an umbrella.
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Because quantity has a quality all of its own.
Making my personal thread to share truckloads of glitch reports and feedback to the devs (mainly reports), where others can participate if they will.
General comments: I like the Grineer's ship, I also like how it references the old galleons that are real boats, it sets a trend for the Grineer's obsession with past references (bombards, ballistas, lancers) among other things, such as compulsive and un-restrained growth: their ship is a mess, whoever built it didn't think it through, there are pipes everywhere even in the middle of the hallways, some rooms are cramped by all the stuff they stuck inside it, but others are stupidly vast (waste of room).
One thing I like about the Galleon compared to the Asteroid base is how navigating it is more straightforward than some infamous tiles on the asteroid. I also really like bursting through the command area, a privilege we didn't really get in the Corpus Cargo, unless we count that room where we capture a sucker.
Another thing I like about the Grineer: they don't store their artifacts in a specialized room, contrarily to the Corpus who has a room custom built for it. Indeed, the Grineers value the artifact, but it is only another object among the thousands they are carrying on their ship, so it get stored in a warehouse without any . It's detail like that can tell you more information about whoever owns a map.
Anyway, let's get the reports out of the way:
#1 TBC: Purple light.
Why is this room so purple? Is that intended? I'd consider removing it, it felt just out of place, especially with the door that isn't colored by the light.
#2 TBF: Weird shadows.
Pictures speaks for itself. My frame, my sentinel and the container was affected, but not the terrain. Odd.
#3 TBF: More weird shadow.
Same deal as above. My frame isn't affected as much as the container, but it is still awfully dark for the ambient light.
#4 TBF: More weird shadow, and some weird purple light.
Weird shadows again, but not of the same kind. Located in the extraction tile. It also just occured to me that there is a patch of wall that is more purple than the rest to the right of my Rhino, what's up with that too?
#5 TBF: Players spawning in door.
The red square highlights where I spawned (inside the wall/door), while the green circle mark where the host spawned normally (by dropping through the ceiling). I could walk out of the wall, but definitely needs fixing.
#6 ...!: Space prop.
I have no clue what this machine outside is, but it doesn't look like it's part of the fuselage. Are you designers experiencing with space props? That's pretty cool if that's what's going on.
#7 ...!: The container that stared at stars.
I have no clue if that container is supposed to face the window, but it made me chuckle a bit, because it represented all the repressed hope that the containers hold to be able to one day travel FREELY across the stars, and realize all their broken dreams. This picture is the very proof that Tennos are in fact the monster, for maiming and killing containers on site.
They just have hopes and dreams, aspirations just like any individual, they want to grow psychically and physically-
I could also just be reading too much into it and you guys need to flip a container. At any rate, it's there.
#8 TBF: Locker jail.
I somehow trapped myself between those two lockers. I got out eventually, but I feared for my life.
On the bright side, I got time to ponder the meaning of the existence of that little container who aspired to something greater.
#9 TBC: Mine is bigger, but quieter.
I only recently noticed those huge cannon on the Galleon.They look great, but they make no sound and no recoil is felt when they fire. I'm pretty sure my silent weapons (bow, kunai) are louder than those.
On the flip side, I fear those cannons are blasting the stars to bits, and stars is everything that the little container ever owned. It must be a terrible show for that poor container. It makes me think that the grineers are the real monsters here.
#10 TBF: Ascended container.
That's a new one, I never get to report containers that are ABOVE the ground. This one needs to be brought back on earth.
He can gaze in the stars with his friend if he really want to get away, that's the best they will get in their awful and short life.
#11 TBF: Clipping container.
Uh, I took an awful shot for that one. The highlighted container is clipping with the wall behind it, located in the extraction tile.
Really, it must be scared and searching for a refuge. If he's lucky, the stars will take him very far away from this tragic life.
#12 TBF: Sunken container.
Another awful shot from my part, apology. I enlarged the map to help you figure out where it is. I can tell that it was a big room at the very least.
I am also pretty sure this container is shy or scared, either one, they are complex beings, very hard to read through their poker face.
#13 TBF/C: Secret room estate and props clip.
Should've taken a perspective shot, this one isn't as obvious as I thought. At any rate, it's possible to wallrun up there rather smoothly, but there's nothing up there except that cable that clips into a big pipe.
You could also consider hiding a container or two there, to save them from their awful and short lives. Or at the very least, extends their lifespan the couple of seconds a Tenno will need to reach them in their most secure refuge, traumatizing forever the surviving containers.
#14 TBF: Floating ninja.
Highlighted is an area where it's possible to walk above a hole. Needs fixing.
Not highlighted: the tragic end of the containers in the background. The most tragic stories are the ones un-told.
Post segmented for image limit.
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Quite simply, the devs are working on more maps already. Wish granted, in a way.
Next map will be a desert outpost for the Grineers if you were curious.
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Doors are indeed rather common (shockingly), so it could be a generalized bug, but to know that we'll need to see more instances of the glitch.
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Not yet, I should really get onto that one soon, I have some pics stashed but I didn't get the time to edit them proper.
Just a piece of advice in the future, try not to be too close to whatever's the bug you found, it helps recognizing the tile where the problem is located. Perspective is more important than details for screenshots in general.
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I mean two things:
1) I like the idea of giants in general. (Here I agree with the other poster)
2) I think the giants can be introduced in the Void realistically. (Here I politely disagree with the other poster)
Corpus Cargo Explorafun - Feedback, Suggestion, Glitch Report
in Missions & Levels
Posted
True, but I find it a bit annoying IMO, and sometimes it's just a biiiit out of reach. I like the shelves for loot really, but it'd be easier to get if all the drops got some velocity, which I think most do. At least, I noticed a fair amount of drops flying away from the shelves.