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(NSW)HedEmpTy

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Everything posted by (NSW)HedEmpTy

  1. This sounds just like the bug I've been having where trying to sell a Sister hound directly from the foundry locks up the game. Sounds like it's not unique to hounds.
  2. Exactly what it sounds like. I've tried twice to sell a Hound from a recently defeated Sister direct from the foundry and both times the game has partially locked up - can't scroll the foundry, can't exit the foundry screen, can't do anything in the foundry screen. (Can open the pause menu, but that doesn't fix anything - I tried it because sometimes pause-and-unpause will sort out these kinds of partial locking bugs. Not this one, clearly.)
  3. Not a bad idea at all. I support this QoL upgrade.
  4. What's OP's proposed alternative, in place of this after it's removed? Just stop dead and start falling if you so much as clip a ledge a bit? (which is what used to happen with Operator/Drifter, being able to climb is so much better) I'd keep the ability to climb onto things if you just barely undershoot a jump, thanks - what it does need is to be *improved* not *removed*. Being able to just quickly vault up onto a ledge you bump into would be much more useful. Technically, this *sort-of* already exists: if you press jump at the start of the auto-climb it's *supposed* to make your character ninja-flip up onto the platform, it's currently kinda janky because of how it interacts with wall-jumping (and it was way more broken for long while, remember when trying to press jump to do a quick-up flip instead of a climb just made your character drop right down?) It could definitely use having a smoother, quicker "vault up" type animation that keeps your momentum better, since one of Warframe's strengths as a game is the fluid, agile movement.
  5. This bug has me stuck on the literal first obstacle, hacking the panel to open a camera view and turn off the energy barrier blocking the door. During the hacking segment, the button for "interact" (to disable the energy wall) and the input to exit the camera view are the same thing, so when I try to interact it just exits the camera-hacking mode instead. (This is like the nonsense with the controls in Veilbreaker's intro quest all over again.) DE, let people play with non-default controls. (*why* wasn't that tested for??? It's baffling right from square one because testing for non-default controls sounds really obvious, but even more baffling after the intro quest broke if you used re-bound controls. You'd think DE would have learned from that one...) Currently running version: Veilbreaker Hotfix 4 (kind of moot info since Switch doesn't let you run un-updated)
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