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DarknightK

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Posts posted by DarknightK

  1. Bump, I contacted support having the same exact problem as OP mentioned, and this is what they ultimately deduced based on what I was experiencing:

     

    "Hello DarknightK,

    Judging by the information on your account the issue appears to be related to your graphics card (and possibly your CPU). When you are playing with other Tenno, especially when you are hosted by them, your system loading times are compared to the other players with you on a regular basis. If the two systems fall too far out of synchronization then you will automatically be dropped from the game or loading screen. This can also occur because of temperatures rising too high in your system, as the two often go hand in hand. Unfortunately there are not many options for us to provide you with, other than turning down graphical options, cleaning your computer, shutting down background processes that are not needed and changing your settings to laptop mode (you do not need a laptop to do this.)"

     

    Likewise as you, I'm using a moderately potato PC, but I've never had an issue with connecting to previous squads before Buried Debts. Now 90% of the time I'll get disconnected when trying to join a squad. The odd thing is that when others connect to me, they have no issue staying connected and most of them report zero latency, which leads me to believe there's something broken with warframe's matchmaking server.

  2. Not sure why i'm getting this cancerous BS, it's never been a problem save for the last few hotfixes. I keep getting disconnected from the host constantly after loading into the mission. There are a few occassions that i'm able to load in without any problems (when i'm not the host). This is getting pretty retarded, instead of just loading me into my own instance the game just returns me back to my orbiter. My network is set up without any problems, I'm able to connect to other games like ESO and BDO without any problems, and while I do have a laptop, i've never had issues joining anyone else before.

     

    Seriously, why the #*!% don't we have "host-only" mode yet? I'm able to play just fine as the host along with other people joining me, but the game just decides to S#&$ itself when i try to join others.

  3. Hmm, it maybe linked to a certain amount of time spent in the vallis then?

    I remember this happening to me a few days ago as well - I think i entered the vallis w/o going to fortuna first and spent a good time there doing all sorts of stuff. When I returned i couldn't go into operator mode as well.

    I'll have to see if this might be rleated to falling into bottomless pits or something. I've never used operator mode out in the orb vallis however, so that may not (or may???) be the issue afaik. I'll update if i get this problem again

  4. Just now, krc473 said:

    I can transition between the two. It does take a few seconds to let me, but it works.

    • Its still bound and all that right?

    Yup, didn't mess with the settings

     

    So update: spawning into fortuna lets you go into operator mode just fine, it appears when you come back from the orb vallis --> fortuna you get this bug sometimes where it just flatout won't let you enter operator mode at all. IT seems if you directly spawn into the orb vallis then go into fortuna this bug is almost 100% reproducable

  5. So for some reason, whenever I try to press 5 to enter operator mode in fortuna, whether its outside the area with Little Duck or inside, I keep getting a low-pitched error sound that plays, what gives? I can enter operator mode just fine on Cetus without any problems.

     

    Tried leaving and re-entering fortuna and the problem still persisted. This is odd since I remember being able to enter operator mode days after fortuna's initial release

  6. Recently I made the switch over from the standalone client to WF thru steam because I was considering of buying a certain tennogen item in the future. Yet after letting the launcher fully download and update, i can only see the base 10 tennogen items in the marketplace. Relogging does not fix the issue. What's going on here?

  7. The test itself isn't too bad, but there are a few tweaks that are needed in order to make it fair:

     

    1) Increase the maximum limit/reduce spawn timer of enemies

    2) Spawn orbs slightly closer to the player

    3) Add more holes in the map near orb spawn locations for easier access

    4) Allow melee orbs to be hit via any weapon, not just melee

    or

    5) Orbs grant more time/killing an enemy will add one second

     

    I think at least one of these changes would help make it less frustrating. As of now, I've taken the test 5 times, and I can't seem to kill the last ~5 enemies due to time constraints/wasting time by moving around. A higher enemy density would help alleviate the problem, as well as a smaller/less obstructive map size. Currently the test isn't too bad in terms of enemy type (randomized enemy type may keep people from retaking it to simply adapt to the Infested, that's also a thought).

     

    Furthermore, don't know if this is a bug or not, but throwing the glaive into the orbs has no effect. If this is intended, it should be changed so that thrown melee also activate the orbs.

     

    Also pls reassign the dev who added the 24h wait limit to the custodial department

  8. The Oxium requirements fix makes the crafting requirements only marginally better, there's still the issue of 20 @(*()$ nitain.

     

    Sure, those who have been doing Nitain alerts every once in a while may have around 15 or so already saved up, but there are many of us who cannot afford to be online to watch for nitain alerts. Most of the time I only have late nights to play Warframe, if at all. Somehow I think DE completely missed our entire "rebalance the crafting requirements, less resource grind" statement.

    I knew the inclusion of nitain would just add another problem upon the growing issue of the dev team putting ARGON, CRYOTIC, OR OXIUM (which I'll admit, is easier to obtain now than it was many updates ago) INTO EVERY NEW WEAPON/WARFRAME/WHAT-HAVE-YOU THAT'S BEEN RELEASED.

     

    We get it, you want certain weapons and items to have a higher value to them, you want them to be targeted at higher leveled veterans instead of newer players. By the way, there's this thing called mastery rank, which you have seemingly neglected for so much. Either way, mastery rank lock or no, this isn't the way to go about doing things.

     

    I think it would be a much better world if Argon crystals and nitain were just removed, and the crafting requirements for any blueprints that requires these were to be redone. This is just pure S#&$.

  9. ZOLh5Qn.jpg?1

     

    For such an "endgame" challenge mode, this is horridly unacceptable as a reward. If we're getting cores, they should be R5 cores. If I wanted Rare 3 cores, I'd go play on Triton or something. This felt like a waste of my time, due to all the trouble my group had running through the Spy vault section.

     

    I'd highly suggest you'd change all core rewards from Sorties to be ONLY R5 cores. Anything below that is simply unacceptable for Sorties. Players at this point of the late-game won't even have a use for R3 cores unless for fusing into mods with lower ranks (but even then, many would argue that a R5 core would do the job if not better).

     

    DE pls fix rewards screen ty

     

    EDIT: Christ, my blood pressure was almost through the roof right now. Thanks for mentioning this, I'd forgotten about ye old R3-but-its-actually-R5 cores on the reward screen bug.

  10. My main gripe is that Sentients can be nigh-immune to several damage types AT A SINGLE @(*()$ TIME.

     

    Who at DE thought that it was a great idea to give Sentients immunity to multiple damage types at a time? I bring along Corrosive, Viral, and Electric weapons and none of them seemed to do any sustaining damage after I cycled through all of them as Lotus said "these guys have adapted to your damage"

     

    I seriously hope this is a bug, fighting them solo is nigh impossible.

  11. It seems as though our Warframes are actually Symbiotes, evidenced by your Warframe ripping a greatsword out of their gut in the quest.

     

    So in fact, your Warframes may actually have a personality of their own, which is merged with the Operator's own personality while they're operating it. Take note of the fact that the Operators, for all this time, have believed that they were actually the Warframes themselves.

  12. This has been going on for far too long DE, I'd hoped that this would've eventually be resolved but it seems that when adjusting options - in my case the audio settings today because I couldn't hear a squadmate's chat - and hitting confirm causes a long lag delay.

     

    Once the lag clears up, the game resumes as normal for a few seconds until the "host migration" message pops up, and lingers for a while until the game kicks you out of the game.

     

     

    Seriously, why does this keep happening? I ended up losing a toxic flight due to this idiotic glitch, and the game doesn't even give you a "rejoin game in progress" message if it kicks you out of a match.

     

    This is unacceptable DE, fix this horrid mess. :l

  13. Alright, so you guys should really fire whoever thought that reducing the accuracy of a "sniper weapon" for Diriga into the ground would still make it a viable "sniper weapon".

     

    Seriously, undo this game, it has turned the Vulklok into trash-tier accuracy.

     

    GG once again DE, you guys just don't understand what balance means do you? :D

  14. When I logged onto Warframe, I noticed the following settings were reset back to default:

     

    a) HUD scale (all the way down)

    b) Profanity Filter (on)

    c) Show player list (off)

    d) Show ability dots (on)

    e) Show teammate names

     

    So mostly changes in the HUD area of the options are being reset back to default. Why is this happening? :C

     

    This has already occured two times now, the first time yesterday, and the second time today.

     

    EDIT: This also clears any consumables you place in your item wheel :lllllll

  15. Nah. Switch Teleport is a placeholder ability. It makes no lore sense for the Grineer Commander to have the ability, nor any gameplay sense. He needs something more Grineer-y. Maybe one of G3's abilities.

     

    The Commander SHOULD have Switch Teleport, but he should be able to teleport OTHER units around, tactically (such as behind players, up in an alcove or hidden place, etc.)

     

    Commanders also need to have radial buffs to allies, and be able to coordinate special AI maneuvers with them such as Blitz rushes, phalanx of shield lancers, smokescreen ambush, etc.

     

     

    The current iteration of the Commander just needs to be changed ASAP

  16. It really depends on the weapon that your modding it with.

     

    Weapons with NO status chance will benefit more from Point Strike, which at the same max capacity drain, gives a 150% bonus to critical chance rather than Hammer Shot's 40%.

     

    However in terms of status chance, its definitely greater than Rifle Aptitude, which only gives a measly 15% increase in status chance (WHICH NEEDS TO BE REVISED, GET TO IT DE!)

     

    I can't remember off the top of my head which primaries have or don't have critical chance/status chance, but its fair to say that most weapons do in fact have both stats. It would pay off to install Hammer Shot on weapons that have a higher than average critical and/or status chance however.

  17. So, we've had the discussion before: Ducat prices for certain items from Baro Ki'Teer's shop are ridiculously over-inflated.

     

    510 for the Prisma Skana? 600 for the Prisma Gorgon? 500 for the Mara Detron? 400 for the Prisma Yamako?

     

    No DE, just stop. These weapons are good, but for the current trade-in prices for Prime Parts, this is too much. Even Primed mods have an exceptionally high base cost, being outranked by weapons. (However the prices for the mods are somewhat justified).

     

    The biggest problem I think there is in the Ducat prices is the horrid sell prices the Void Trader gives. They need to be increased either by half of their current value or doubled. Alternatively, the prices for all existing Void Trader items should be either cut in price by 25% or 50% if the current sell prices were to remain.

     

    Or, for every week that Baro Ki'Teer comes back to the relays, he will display ALL items he has sold in the past, except he will have a special "sale" price for a certain batch of items from his pool for half off? All other items would remain at their full price.

     

     

    Regardless, the main issue for today is that while Baro's inventory is always rotational, we've yet to know how much stuff exactly Baro has, and his limitation to only 4 items per week - along with the rather disproportionate amount of ducats needed compared to the ducat payout from selling prime parts - makes it difficult for even frequent runners of the Void to keep up with Baro's stock.

     

    Please change the Void Trader's prices, they're quite horrible at the moment.

     

     

  18. What is this, Blade Mode? (Props to those, who know, what that is)

     

    Well, Metal Gear Rising WAS (and still is) a pretty damn amazing hack n' slash game. I definitely put it up there with DmC. The problem with Warframe is that there are no options in melee since one combo is usually more damaging than any other one, or is easier to pull off because its either a button press command rather than the [Hold] or [Pause] attacks, which are more difficult to pull off in heated firefights.

     

    What we need is light and heavy combos, and from that, being able to chain both types of combos together with fluidity. Aside from that, we need to have follow up combos after wall attacks, slam attacks, spin attacks, etc. Just like DE showed us in the early iterations of Melee 2.0 (it was shown on an early Melee 2.0 devstream).

     

    Sadly, the current iteration of Melee feels noting like DE had said about making it more similar to DmC or any other games they mentioned (I mention DmC because I loved the shet out of that game :3). Hopefully the TRUE Melee 2.0 will bring Melee up to better standards.

  19. I thought you couldn't bring more than 2 of each frame into the trial

     

    That's only for Nightmare mode I believe. Normal lets you bring in a gaggle of Nekri if you so wish.

     

    EDIT: Or if your extremely masochistic

  20. I'd have to agree with option A, it would make the Paracyst very handy in CC-worthy situations.

     

    Although having the ability to aim wouldn't hurt either...

     

     

    What if Paracyst's burst fire volley was upgraded to either a 5 or 6-round burst? or hell, even a 9 round burst? the magazine and total ammo capacity would most likely need to be adjusted in respect, but what if the Paracyst let loose a suppressing, moderatly-damaging volley?

  21. When aiming and shooting at the floor using the Tonkor, it rarely/sometimes works as intended and allows the user to rocket bounce. I presume this has something to do with the Tonkor's firing mechanics (bouncing when ejected too close to a surface).

     

    The Tonkor's mechanics should probably be changed so that it explodes on contact with any surface to compensate for this.

     

    Also, the aiming assist for the tonkor is slightly off when using it. I've gotten used to it by now, however I think it could really assist newer users or those who simply want to be a bit more accurate in their aiming. Overall, it would just be a nice change.

     

    Tonkor grenades also have a weird tendancy to NOT explode upon contact with enemies, and I'm not using any mods save for Serration on mine. :L

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