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Ophiolith

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Posts posted by Ophiolith

  1. I know my password very well.  I can access the forums here using the same password absolutely fine.  I changed my password and re-entered it just to be on the safe side.  For whatever reason the Warframe client is having none of this and I've now been locked out of my account.

    I'm unsure what the problem is, but it's sure put a damper on my Saturday night.

  2. Hey there,

    So, I feel like the new metallic shader upgrade has really highlighted some... really weird lighting on the Grineer galleon tileset.  I guess a lot of this will be to do with the art for this tileset being one of the oldest in the game, before PBR-style materials were a consideration, and a lot of these were present before the new materials, but I think it's worth looking at.

    1Aj0LND.jpg

    The lighting of the character here is totally inconsistent with the scene lighting.  Blown-out bright whites vs moody saturated yellow on the surrounding scenery.  Also note the really weird blue tint on the light coming from the windows - it's way too bright and should blend with the yellow rather than just cancelling it out.

     

    UsQeTu9.jpgHere the primary light source is behind Gauss, and yet his front is actually brighter than the light being cast directly onto the scene.  What?

     

    RRf4ACm.jpg

    Probably the strangest of the lot.  Why are objects in this scene being lit bright red?  There is no red light in the scene at all.

     

    poJjoEq.jpg

    The lighting in general here is just way too bright.  There are some small point lights, and some coming from the windows, but there's no plausibility here.  Where is all the ambient lighting coming from?  Why is space casting such a bright light into the interior of the ship?

    Anyway, this isn't to rat on anyone at DE here.  This sort of thing is inevitable when you have a big, sprawling game that's iteratively updated.  I also understand the 'galleon' tileset hails from a time when Warframe's lighting system was pretty different, but if any tileset is in need of a bit of love from the artists, it's definitely this one.

  3. So after a bit more time mulling the fight over and getting a night's sleep, I have a few more thoughts on the Ropalolyst fight overall:

    Conceptually, I really like the direction DE are taking boss battles.  Having patterns to suss and light environmental puzzling feels good, and having challenge that can't be inherently trivialised my minmaxing is IMO a huge step in the right direction for what should constitute high-level content.

    Where it falls down however is, unfortunately, execution.  Quite apart from the current bugs which I'm sure will be ironed out in the coming days, the whole thing just feels like it needs a bit more polish.  At the very least, some textual prompts in the style of The War Within / Kuva Flood would be incredibly helpful for newcomers trying to figure out the flow of the battle, but more than that, I feel like the Ropalolyst itself could do with a good deal more visual info regarding its state.  Does its shield need depleted with a void weapon, or is it just in an invulnerability phase?  When should it be considered vulnerable to being grappled (random quips from Alad V aside)?  Further to that, there were a lot of random shield depletions, magnetic damage, stunlocking, nullification, ability locks, one-hit kills etc that came out of absolutely nowhere.  I'm sure maybe they were telegraphed by something at some point, but I feel this leads back to one of Warframe's ongoing problems, which is that there can often be so much visual clutter it can be difficult to figure out what is going on during more intense combat.

    I want to love this boss and I hope DE iterate further on its mechanics going forward, but it currently replicates a whole bunch of bugbears that have plagued the game for years.

  4. 27 minutes ago, --END--Rikutatis said:

    For everyone complaining about 1 hit kills, you do realize you can dodge and/or take cover behind the huge boxes in the arena right? The lasers are telegraphed enough that you know it's coming. I swear, it feels like you guys just want to stand still and face tank everything in the game.

    I personally don't feel like the damage those beams do is a huge issue, especially in a squad, and the telegraphing isn't all that bad, but currently I feel the dodging could stand to be a touch more forgiving.  There were quite a few times I died due to the lasers covering a large enough area that I simply couldn't evade in time.

    Other than that, I agree.  In terms of problems with the fight overall, it's definitely least concern type stuff imo.

  5. First of all, congrats on the update.  I'm really stoked at having some additional lore to dig into, and being able to grind towards specific rewards you want is a neat feature.  Nora Night is a really neat character, and I can't wait to hear more from her and the stories she has to tell.

    However, I'm not a fan of the current gameplay loop to earn rewards at all.  Having a list of 'do x things to earn x standing' currently feels like the worst kind of busywork, and most of it is completely incongruent with the actual theme of the story.  What has spraying glyphs or running Konzu bounties got to do with the story of the Wolf?

    To be clear, I'm not asking for more voice acting or story content than what's there just now, far from it; but what I would like to see are more activities actually focused on the theme in question.  So, for instance, with Wolf Of Saturn 6, the Wolf has broken containment on Saturn - maybe you run a special spy mission on Dione to obtain a set amount of Nightwave standing.  Maybe there's a higher level capture mission where you're sent to capture one of the Wolf's followers on Telesto that gives higher standing.  You're still running the same old missions, but the player can easily infer that what they're doing is relevant.  Anything to get the player more invested in the story at hand, because currently it is almost entirely incidental to the grind, and I feel that sells the concept really short.

    I'm sorry if it sounds like I'm moaning.  I really love the idea behind Nightwave and see tons of unrealised potential there, but in its current form it feels more like a list of unrelated chores, and I could see it being so much more.

  6. 57 minutes ago, JimmieTheApe said:

    My only real concern now is would I get banned for playing this using steam proton. There's been talk before about dxvk being against terms of service and stuff.

    There have been people successfully running Warfarame on various WINE / DXVk configurations for a few years now who have not been hit with bans to the best of my knowledge - the fact that there is now a similar compatibility layer officially sanctioned by a platform Warframe supports should hopefully mean there is very little cause for concern.

    It would be nice to get some official word from one of the community team regarding a stance on this, though I'm sure they're looking at it just now.

  7. 4 minutes ago, GLoRToR said:

    Interesting read there.  It's right about one thing - I don't play to win, I play to have fun, to do something enjoyable in my spare time.  I feel that DE's current implementation of stunlock as it is here with very little in the way of tell and disproportionately demanding of player response times to the point of being nigh impossible to avoid, is not 'fun', or indeed congruent with the rest of DE's design choices, but that's a whole other essay.

  8. 3 minutes ago, GLoRToR said:

    I just told you how to counter that mechanic though, so you should be fine now, right?
    It's not a bug, it's a mechanic that creates an unfavourable situation which you can avoid or even negate.

    As I said, it is a frustrating, redundant mechanic that is in many cases unavoidable.  In many situations it is not even possible to even switch to melee and raise your block between the time a Sentient Mimic fires its beam and it connecting with your frame.  Ditto on the delay during operator transference.

  9. Just now, GLoRToR said:

    If it adds little to the challenge then what are you struggling with?

    I'm not struggling with it from a challenge / difficulty perspective - It is a frustrating, redundant mechanic that arbitrarily locks you out of movement or combat.  It's like somebody coming along and repeatedly prodding you in the arm - it's not going to stop you going about your day, but it's sure as heck annoying and unnecessary.

  10. 4 minutes ago, GLoRToR said:

    It's a matter of being prepared for it actually. I know it's hard at first, and that if your operator isn't powerful yet you might struggle with that, but it was meant to be challenging. Make sure to use melee block. Your options include Atlas, Valkyr, Oberon, Rhino, Nezha or using terrain to your advantage.

    My operator isn't the problem.  I'm not that much of a fan of operator gameplay, but this is entirely about frequent, sometimes unavoidable stagger when in Warframe mode, which adds very little to the actual challenge of a given fight.

  11. Simply put, the new Sentient enemies and boss fights introduced in The Sacrifice would be really cool, enjoyable encounters if it weren't for the fact that many of their attacks, in addition to being incredibly damaging, also stunlock / stagger your Warframe.  The first few Sentient Mimic encounters were genuinely tense, scary affairs, but when I end up having three to five of the blighters bearing down on me, each firing a beam that successively staggers my frame, it veers from enjoyable challenge into total cheese.  Ditto on Umbra's slash-dash variant that staggers with every hit, especially as it's in some cases next to impossible to avoid if your operator is stuck in a transference delay while Umbra makes a beeline for your frame.  It's not even that it makes these fights unwinnable or even markedly more difficult, it just makes them tedious and frustrating when they don't need to be.

  12. I also have this problem.  I usually get framerate locked to 60fps, (disabling limiting usually yields anywhere from 80-200ish FPS) but after a few missions, it starts throttling down to low 40s.  No fiddling with settings has alleviated the problem thus far.  It persists even on lowest settings.  CPU utilisation clocks in at around 15%, and GPU rarely goes above idle temperatures.

    Specs:  AMD Ryzen 1600x @ 3.6ghz, MSI GTX 1070 Gaming X @ factory overclock, 32gb DDR4 RAM @ stock clockspeed

  13. On 16/03/2018 at 6:50 PM, [DE]Jim said:

    Hi MatzBlanc,

    Thank you for raising these points. I was one of the coders who originally added support for the Steam controller all the way back in 2016 but while I've been busy on others things since then, it's sad to hear that it's been so poorly maintained. I'm going to set aside some time to bring our support for this device back up to the standard it should be at. Hope to have some good news for you soon. Please stay tuned.

    Thanks so much for supporting the Steam controller in Warframe, Jim!  Would really appreciate seeing it getting a bit more love :)

  14. Just now, TheTvdroid said:

    Same! How long do they usually take to fix these?

    They usually turn hotfixes around pretty quickly, although not so much on the weekend for obvious reasons.  More than likely we'll get a hotfix to sort this on Monday.

  15. Same problem here.  Steam controller at least works ingame, but cannot use X or Y buttons in menus.  Xbox controller support is completely broken though - even when set to autodetect mode, the game does not accept any input from my wired 360 controller whatsoever.  Worse still, if you force gamepad interface on, you cannot use keyboard and mouse input at all, locking up the game entirely.  This update needed way more testing before deployment, as at least for me, the game is currently totally unplayable with a controller.

  16. I'm not sure if this issue is related or not, but if your squad are spread across separate Cetus instances, you literally cannot cross the Cetus Gate.  All squad members have to be in the same instance to trigger the gate unlock.  This is especially problematic when playing with people from different countries and regions, as the instances made available to players are separated depending on your IP's apparent location.

    Currently, every time I want run a bounty with my clan (I play in the UK, they play in the US), I have to quit to my orbiter and wait until other clan members have transferred to the plains, and then invite myself back in.  Even if there was some kind of player-to-player check to confirm that we were all ready, which triggered the door unlock, that would alleviate a really annoying design issue.

  17. The simplest solution to this would be to have a countdown timer, same as in regular missions, that auto-teleports anybody left behind back to the Cetus Gate and ends the mission.  I really hope something like this gets implemented soon, as public games in the Plains are generally a bit of a crap-shoot just now for that reason.  It's frustrating for those who made it to wait, and it's frustrating to those left behind too.

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