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CedarDpg

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Posts posted by CedarDpg

  1. 10 minutes ago, peterc3 said:

    Since there's no way to know outside DE, my idle speculation is that I can't see performance getting better, only much worse, when the instance has to pull Foundry data from all the people who are in the Relay instance.

    This may be true, although they COULD make it semi-instanced so that when you enter the Foundry, only your personal data is pulled but you keep your place in the squad.

  2. You do have an understanding of what a QoL suggestion is, right? A QoL suggestion could be something like, "I'm hungry after a mission can you have Ordis make me a ham and cheese sandwich because it would give me the warm fuzzies..." which is still a QoL suggestion, albeit one that's almost completely useless except to people who might like a virtual ham and cheese sandwich.

    Your OPINION is that this is a non-issue. My OPINION is that it's annoying and is a small issue that is repeated after every mission. Do I want them to fix this instead of big bugs? No. If it's a simple fix such as changing coordinates for where you spawn in to the orbiter which I have a suspicion is the case, then a change would be easy and quick and could be rolled into a hotfix with other bug fixes.

    In any case, I have made many posts or have contributed to many posts that had bigger import such as bugs that either impact playability or bigger inconveniences. So keep your condescension to yourself. 

  3. 7 minutes ago, EDM774 said:

    Hit esc>navigation. There you go from wherever you are in the ship you're just 2 button presses away from navigation.

    happy no problem GIF by Expo Pass

    EDIT: Same thing works for the arsenal, the foundry, *spoiler* and even your mods section.

    I know how to fast travel around my orbiter, and *gasp* even around Cetus/Fortuna/Relays. Super advanced, I'm sure you'll agree. If you note, there is a specific case for this, which is when we are placed back in the orbiter after extracting from a mission. (This is right next to Navigation, but almost an insult that it's JUUUST out of interact range.) It's mainly a minor annoyance that occurs over and over. Kind of like having to leave squad after a mission by hitting escape, moving to your tag and selecting leave squad, instead of having a hot key or an option to automatically leave squad. There are workarounds, but it would be nice to have it built in.

    And besides, why would I fast travel to navigation when it'd be faster to just press "W" to get within range? Amazingly by pressing "W" I save 1 keystroke by doing so.

  4. 10 minutes ago, (PS4)reddragonhrcro said:

    Don't see it happening from a lore point. The foundry is special Orokin tech that is sought after by the other factions due it's ability to construct just about anything. So seeing it appear in either of those locations wouldn't make sense.

    Or just make it in a Tenno control building/facility/room in each location with armed guards standing outside. I mean, look at Cetus, there's a frickin' Orokin tower there. Not to mention the Orokin stuff strewn around Orb Vallis. 🙂

  5. As the title implies, please give us Foundry stations somewhere in Cetus and Fortuna. It can get kind of annoying if you have to go all the way back to your orbiter to craft one thing, possibly wait to claim the item and then return to Cetus/Fortuna. This is especially true if you're in a decent squad with ongoing bounties/etc. and leaving drops you from squad.

  6. Dear DE,

    Just a small QoL improvement suggestion. When we're running missions, we either "quick travel" or walk to the Navigation console to select a mission, right? It would be nice if we're running missions, upon extraction (or failure of the mission) to be placed within range of the Navigation console so we can interact without having to always walk over to the console to be within interact range.

  7. I'm assuming this is a bug... My squad was running the Plague Star bounty and one of our group, jetted off to grab the Thrax Toxin and then immediately left squad. Not sure if he disconnected or was trolling, probably the latter, but in any case, the bounty continued to the next step but the Thrax Toxin disappeared so the mission/bounty was stuck and we had to reload.

  8. 11 hours ago, (PS4)jaggerwanderer said:

    It's not just the defensive rails. Pets like being meat shields regardless if they can tank the damage or not. Jump into a group of mobs then run away. The pet will still attack constantly with the whole enemy group attacking it. Revive the pet only for it to still attack the group. Too bad we can't switch pets to attack mode then passive mode to follow the tenno around.

    That would be awesome. And perhaps a guard mode too.

  9. 13 minutes ago, (XB1)Cubic Clem said:

    Are you making fun of brain damaged people? >_>

    On topic: yeah the companions need ai improvements.. it's even noticeable in the ship.. but de already knows that, even mentioned pets 2.0 at one point.. don't know how long it'll be until we see some changes though..

    Haha, nah, not really. Just me venting. 🙂 Though I can draw parallels between their overall behavior and one of my uncles. He had short-term memory loss after he had a brain tumor removed and he would do some behavior, have a negative outcome, forget about his initial action and the outcome, repeat the behavior, etc. Annoying and sad at the same time. They don't even have to do much to fix the Ceres issue. Just shorten the electric rail to not extend all the way to the staircase/platform.

  10. So, I just recently ran a defense mission on Ceres which reminded me that I wanted to bring this up in the past, since it's kind of annoying as eff. The defense is on the Grineer tileset in which the defense target is on a trolley that moves between two positions on an electrified rail. I know that when people used to hang out up there it must've pissed DE off so of course they came up with the electrified rail idea. They even made it electrified all the way to the platform above the staircase so that "careless" NPCs and players get downed. Fine. But then they came up with Kubrow/Kavat/Moas and gave them a brain damaged "AI" to run them and the stupid companions run into the rail and get downed. When you revive the companion, do they learn that the rail is bad since they just got zapped by it? No. They stand up and run headlong back into the rail and get downed again.

    Even if you move such that you're further away from the rail than the companion, do they turn around and come to your side? No. They ignore your new positioning, stand up, get a good look at that shimmering piece of metal and seem to get off by rubbing overly affectionately against it. Perhaps they're into erotic electrostim, dunno. In any case, it's a huge distraction since during that mission, literally all of the squad took turns reviving that companion over and over instead of focusing on the mission. 😛

    DE, can you please either make it so that companions aren't so mentally challenged, make them immune to the railing, or just make the railing not electrified all the way to the platform where the companions will brush up against it? Thanks.

    • Like 2
  11. One new issue I've been having for the past few days is that whenever I tranquilize animals on the Plains of Eidolon, they fall to the ground/fall over as expected but when I go up to them and hit X to interact and call for extraction nothing happens. Not sure if it's a host issue however it does seem to happen when I join someone else's squad. This is often also accompanied by skill lag/environment lag. This does not seem to occur when entering the Plains solo or in a squad in which the connection is good with little to no lag of any sort.

  12. Dear DE-

     

    Just a small QoL suggestion for Cephalon Simaris. For those of us who go to get Daily Simaris tasks with any regularity, it gets really old to have Simaris tell us that we shouldn't think about why the hunter gets rewarded when it is the target who gives all to sanctuary or whatever... It wastes a small bit of time to listen to him BUT it would be nice if we could click the mouse button or do something to shut him up so we can get back to playing instead of listening to a broken record... Perhaps it could be like how we can click through the dialogue with the mission givers in the backroom of Fortuna. Perhaps you can just reuse the code you already have in place for that?

  13. 21 minutes ago, AwkwardLazarow said:

    I think I know which one. I usually bullet jump from the extended platforms that are on each side where the lockers and chests are to get to the rooms, that can be tricky but as long as you dont step on the circle platform where extraction is marked then you should be good.

    Also I recommend running these missions solo with loot radar mods, you wont need to rush. I run them solo with loki and its way better that way as noone is rushing me.

    Yeah, I did bullet jump around. Like I said, I was able to do it with time to spare, but it is kind of lame.

    I run missions with loot radar. Often solo, sometimes with others if I want to reduce my workload. 🙂 But yeah, the rush was since the other three in the squad were on extraction and wouldn't step off. I think there is now separate extraction for that mission type (excavation) but I don't exactly trust it. I can't remember if the claim was that separate extraction was available in all endless missions or if they specified which ones... In any case, free roam and Cetus/Fortuna bounties are an endless mission types, but people can't extract separately there unless they work around it by leaving squad. So I don't trust it to work flawlessly yet.

  14. Just now, AwkwardLazarow said:

    Could you provide a screenshot/example of where this happens?

    Unfortunately I didn't take screenshots this time around since I was in a mad rush to parkour around extraction to get two medallions which the placed on opposite sides of the extraction platform before extraction occurred. The place this happened was on the Earth tileset in which there is a staircase down to a curved path with four paths coming off the extraction platform, two at platform level, one with a broken path that leads up a staircase to a room with lockers and the other which has a staircase up to another room with some lockers.

     

    I basically had to jump around to the lower platform on the right-hand side, then parkour around to the broken path and go into the room on the left-hand side with 30 seconds until extraction. Made it with time to spare, but still kind of annoying.

    • Like 1
  15. I have been consistently loading into the Orb Vallis from Fortuna in an "UNARMED" state. Sometimes with this strange orange-red tribalesque three sided reticule. Other times with just a white dot for a target. Sometimes I can fix the problem by swapping between my primary/secondary weapon. Other times this doesn't work and a workaround I found appears to be using the archgun launcher and swapping back.

    In any case, it's really obnoxious to have to do this extra step each time I load in. Please fix it.

  16. 3 hours ago, NezuHimeSama said:

    what ones are guaranteed fail on poe?

    Any of the ones that start off with "Kill enemies in the area" in a cave that are followed by "Defend the area" event outside above the cave. I guess if you have a squad, the tasks can be divvied up, but a lot of times there aren't enough mobs that spawn fast enough and the meter goes to 0% before you can kill stuff to maintain it.

  17. Picking up power cells in excavation used to remember which weapon you had selected before you picked up the power cell and returned you to that weapon choice. Now whenever you drop the cell or deposit it in an excavator, it ALWAYS resets your selected weapon to your primary. Please fix this.

  18. Stalker sure does like to show up in places he shouldn't. Remember when the Stalker would show up and obliterate the defense target then leave? 🙂

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