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(PSN)d1771Hd

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Posts posted by (PSN)d1771Hd

  1. Sometimes they won't spawn if you're not killing enemies fast enough, but it sounds more like an issue with your console and something preventing it from fully utilizing warframes update. On ps4 I kept crashing but only in railjack missions after the last update and I did all the same things you did to try and fix it, reinstalled, deleted save files, hard resets, etc, but it only finally resolved after I backed up my settings and initialized my whole console. Idk if xbox has the same name for initialization but that's what I would do next.

    I know that's not the same issue you're having, but bc it's something related to warframe post update and it's affecting only parts of the game that were altered by the update, it might have something to do with DE not perfectly fusing the update to whatever current settings, save files, or HDD you have on your console rather than a fully reset console (if that makes sense).

    I'd still say leave this as a last resort if nothing else works, since it does take a few hours and you might have to go through a fix a few settings on your own.

  2. You can already buy all weapon and warframe prime parts with platinum, aka "real money", through trade chat. If you're new, just look up ps4 warframe market online and you'll find reasonable price ranges for each part or set you want. Then either contact one of those sellers in game or go to trade chat and type WTB [Weapon Prime Part] for ??plat.

    I know it's not quite as simple as a prime weapon market but it still works. GL

    • Like 2
  3. I wish all new players recognized the long standing issues in warframe this quickly. A lot of veterans of this game have been trying for a while now to get some of the issues you mentioned changed with little success, but hey, DE seems to listen to the larger new player base than the small dedicated veteran base, so who knows.

  4. 1 hour ago, (XB1)Erudite Prime said:

    I genuinely don't see the big problem. There's tons of other things with even lower drop rates, like a lot of really important mods. Nobody complains about them because you can just trade for them if you're too lazy to play the game. What makes Larvlings different? 

    Most of those lower drop rates under 1% come from enemies that spawn multiple times in a mission or involve items that should realistically only drop once for a player. 

    Anecdotal Math time: I have been trying to get a larvling to spawn with the specific weapon I want. This will be the same for every player once they are within 2 or 3 weapons left in the lich system, but in my case I am trying to get a Kuva Ayanga with cold. I'd say this is a very good combo, specifically for railjack, but doesn't seem to be a popular one where many players are going to convert that lich and wait for a buyer.

    16 possibly weapons (this number will keep increasing) means a 6.25% chance for the larvling to spawn with that weapon (Technically 6.667 now that they shouldn't spawn duplicates back to back, and that number will keep decreasing as they add more kuva weapons). Cassini, Saturn Capture only takes a couple minutes to run through so the idea of farming for a certain weapon seems pretty straightforward and achievable, right? Not so far IMO. That 6.25-6.67% drop chance per mission equals about a 90% chance your weapon will spawn after ~36 missions and 99% after ~71 missions. Over the last few days I am currently up to 85+ missions with no Kuva Ayanga spawn...

    H3dsh0t, a warframe content creator on YT, had a nice video recently explaining a tangental idea to this issue that really should be implemented more throughout warframe.. As much RNG as there is in warframe, there needs to be more safeguards to stop situations like mine above where a player may run the estimated amount of runs to produce an item, but the reality of probability is that there is also a chance it just does not spawn in a reasonable amount of tries because a 6.25% drop chance technically does not increase. The chance that you get a drop over the course of several missions increases your chance overall chance, but here I am at 85+ runs. Yay probability! The point H3dsh0t made was a basic way to counter this is give players tokens for each number of runs at a mission or reward, and make the item available for a token price relative to a reasonable capped number of tries. 

    While an average of 36-71 runs to get a certain kuva weapon is already too high IMO, rewarding a player with that weapon at ~80 tries for example, would keep RNG in check.

    Link to H3dsh0t's video I mentioned 

    edit: I forgot to expand my point to trading, but basically while that is an alternative, it shouldn't be viewed as a true substitute just because the drop rates are too high. Players should have a realistic shot at getting something themselves without having to run one mission 100 times to get 1 kuva weapon for them. 

  5. 4 hours ago, CoefficientOfCool said:

    @(PS4)LLnova77

     

    hey, sorry, just checked this. I was definitely serious though, I did not know that dispo nerfs were delayed for console compared to PC. It seems like they are helping to create the ruben mufia on console which was kinda shocking to me.

    I understand paying for same-day certifications for everything, plus paying for immediate certifications to push through hot fixes for all those bugs that usually happen PC side may not be feasible. I agree that they should shamelessly plug their website for the month prior to dispo nerfs on all consoles, makes sense and hopefully wouldn't be too hard.

    Hey, no worries! I think I thought you were just asking about updates and hotfixes in general. But I gotcha now. I'm actually not totally sure if every single riven dispo change has had the usual PC to console delay. I could be wrong but I feel like some (probably most) dispo changes came with update releases and they did that delay in between, while some have been released simultaneously on both as hotfixes I think. 

    Whatever the case is, DE could be more transparent. There are a lot of things they could explain better, rivens just leave a lot of players open to exploitation.

  6. Shedu & deployed Archgun reload animation

    buIMJck.gif

    YcyiNjd.gif

    This moonwalk occurs when using the Shedu and all deployed archguns. There seems to just be no reverse or turning animation while reloading those weapons. Hopefully this isn't how it's intended to look, but his has been a thing since deployable archguns were added so idk.

     

    Archwing missing reverse animation when in sprint or boost mode

    The reverse animation when moving at high speed while in archwing works in regular archwing missions and railjack but not in the Plains of Eidolon or Fortuna. Instead, you stay in the forward sprint animation but fly straight backward in planking position. 

    V7t8A3p.gif

     

    Shedu reload jam bug is still present when in archwing mod

    In PoE and Fortuna, the Shedu will still jam while in your archwing. In archwing mod this occurs when switching to your secondary weapon. This doesn't only affect the shedu, but also causes your secondary weapon to jam and prevents you from using blink. In the video below, after I switch weapons I am trying to fire my weapon, and then when I keep descending I am trying to blink. Also, you can see at the beginning of the video that the firing animation for the shedu is also broken.

     

  7. It would be nice start for DE to fix the current UI issue where the "a player is waiting for you to help open a door" notification would go away after that door opens. It's been an issue long enough that I have become desensitized to it and often don't know if there's actually someone waiting for me or if it's another bug.

    The objective and extraction markers being hella inconsistent in showing players where to go is another issue that's even more of a problem than friendship doors. New players would be able to get through the map faster if those markers actually helped players get to their objective faster.

  8. 6 hours ago, Mos-Eisley said:

    That's not necessarily what the game is supposed to be about, that's what you've decided the game is "supposed to be about". Not everyone plays Warframe to get through a mission as quickly as possible.

    I get your point, my wording was a bit exaggerated. But rescue and capture missions are definitely meant to be run quickly. It's not fair for either side to say, "just go run solo if you want to play that way." It's reasonable for me to say the large majority of players don't want to play those missions at typical fps speed like you're playing Call of Duty. And if some players want to play fast and some want to play slow while in the same mission, both play styles should be allowed. Right now, players are being discouraged from running those missions as fast as they can and I personally don't think the doors we're talking about do anything at all but annoy players on both sides of that argument.

    I would much rather be able to run through a mission, past all the enemies I don't care to kill, and be allowed to afk at the end of the mission if the objective is already complete, than have to get stopped by one of these doors, wait for teammates, pass all the enemies again and sit at another door waiting for teammates again, before finally being able to get to extraction. I'm sure players would still complain about slow players, but I couldn't care less if I have to wait a minute at extraction for players to catch up. Having to wait in the middle of the mission, multiple times a game after the objective is complete, is what personally bothers me.

  9. 1 hour ago, CoefficientOfCool said:

    Bolded for emphasis. How long have they been doing the staggered releases?

    Forever..., why?

    The delay between PC and console isn't really what I'm arguing against here. I'm just pointing it out as an additional way on console that experienced players can exploit the current riven system by selling mods that are about to have their stats nerfed. 

    My argument is that because only part of the warframe community is going to be aware of those changes ahead of time, some kind of prominent warning or disclaimer should be added in-game that tells players before they trade for or invest kuva in a riven that it's stats and value in platinum may drastically change at any point. DE could also add a shameless plug to their twitch or the wf website as places players can go to hear about upcoming riven changes. That's a very minimal but reasonable way DE could prevent some of it's players from feeling cheated just bc they didn't engage in all of warframe's extracurricular content.

     

    edit: to be clear, from what you bolded in my post I still can't tell if your question was sincere and genuine or rhetorical and sarcastic lol

  10. 52 minutes ago, 844448 said:

    Has this ever crossed your mind, that warframe is a co-op ninja gameplay where you play together regardless of experience? Or you may make me think bullet jump is a mistake and should be slowed down/changed/removed

    Your condescending lead, "has this ever crossed your mind", is unnecessary. Just state your point and move on. But to answer your question, I am aware this is a coop game, but once you capture a target or rescue an operative, the point is to literally get to extraction. I play nova and I leave escape velocity wormholes behind me to help them get through the mission faster. Putting a door in my way to the exit is literally just an unnecessary game mechanic I feel should be removed. Idk why you think I'm only playing for myself here.

    The feature annoyed me when I was the slower player bc it made me feel bad for making other players wait, and now it annoys me for the opposite reason. 

    Good luck finding a following for your no-bullet-jump version of warframe. I'm sorry it bothers you that I try to get through warframe missions quickly lmao

  11. There really needs to be some kind of aerial melee targeting aspect added to warframe. Between arch-melee in rail jack and the growing number of floating sentient enemies, it feels pretty awful to try and kill anything that flies with your melee weapon. 

  12. 1 minute ago, MagPrime said:

    The point would be; make your own team if you want specific performance. 

    I mostly run solo, but occasionally I need to run relics and other missions that require teammates, and I'd say it's more toxic to be exclusive and only pick other MR 28s to run with than to ask DE to fix something that annoys more people than it helps.

  13. 1 hour ago, Miser_able said:

    but that's not what the game is about, that's just how many people choose to play.

    Okay, that's fair. Saying that the "whole game" was about killing and moving as fast as possible was a bit of a hyperbole, but I don't think I'm wrong in saying that it's one of the biggest reasons many people play warframe. Most mission types, especially those with FS-doors, are meant to be played quickly and while those doors have reasonable purpose behind them existing, they're literally not accomplishing that purpose.

    Having one of these doors in a mission prior to starting a specific objective like boss fights, rescue missions, capture targets, etc., is totally fine. But we don't need 2 and an elevator after completing the objective. Why make warframes fast at all?

    What's the point of learning to quickly navigate all these tile sets if we're only allowed to complete them as fast as our slowest teammate?

  14. 15 minutes ago, GrayArchon said:

    They're for precisely that reason, to slow you down if you're getting too far ahead of new/slower players. It's not fun to wander through a level with tons of corpses and drops and never see a living enemy.

    Those doors literally don't stop that from happening. This would be less of a problem if MR 28 players didn't have the same chance to pair with an MR 5 as anyone else. Between content not being locked for players who have no business attemping that mission, and matchmaking doing nothing to sort players by MR, DE really needs to make some kind of change because friendship doors just frustrate both sides because experienced players constantly have to wait at them, and new players feel guilty wasting other players time by not playing fast enough.

    • Like 1
  15. If a newer player is getting left behind from the start, theyre still going to get left behind again once that next door opens. Like someone said above, I understand why it's necessary before rescuing a target and other similar situations, but getting 2 or 3 throughout a mission suckss when this whole game is supposed to be about how quickly you can move and kill through a mission.

    A better fix would be to have at least some kind of system that prioritizes placing players with other players closer to their respective MR. It doesn't have to be exclusive but I feel bad getting paired for an exterminate sortie with a low MR player because what's the point of slowing myself down when the issue is lack of content being catered to different skill levels. Friendship doors don't fix that.

    • Like 7
  16. DE starts by nerfing rivens and only nerf weapons after that doesn't change a certain meta they don't like. I.e. the great catchmoon nerf.

    There are a lot of players who are aware of the fluidity of riven stats and prices who take the meta riven grind far too seriously and then complain when rivens are nerfed, but the fact that there is nowhere in game that tells players these are subject to drastic changes is a larger part of the problem imo.

    Players who keep track of these changes, especially on console where changes come late, are able to sell high on their riven stock and scam plat out of newer or less dedicated players who don't religiously keep track of changes and have no idea that awesome new riven they spent 1000 plat on, is going to be worth 100 plat in a couple weeks. If you have to keep up with forum posts, changes made first on PC, and all the livestreams to get information that can result in a 100-1000 platinum difference in what a player knows/thinks something is worth, that feels pretty broken and definitely exploitable. It's essentially free insider trading for players who have time to keep up with it all, and that information should be more readily available to players who just want to play the game. 

    Idk, DE has never been great about presenting all the information it's players actually need to understand the game, but the way rivens are handled as an alternative to nerfing weapons f***s a lot of players over and you really only learn how to navigate that market by getting screwed over first.

  17. I redownloaded warframe after the second crash and got back on warframe and played through sorties, index, did some nightwave in orb vallis, jumped into railjack solo and just flew around fighting enemies to see if it would happen again. Nothing. I switched back to public, ran through a mission with a squad as client this time, everything worked fine. We jumped straight into another mission, got most of the way through, then the host disconnected, me and the one other player had one enemy crewship left, I destroyed it, and the game crashed...

    Helppppp....

  18. 1st. Host should have control to allow crew to use navigation, the refine option, and certain abilities. That's been mentioned above I'm sure. Navigation was given to everyone because trolls would sit on it and not let anyone use it. But on the other hand, now players who join my crew will navigate us before we are ready (ie 20+ mods left to pick up and derelicts to run through) or will jump us to a new mission when we (and I, the host/pilot) want to go back to the dry dock. I think it worked better under host control but it would be even better if players could leave mission without having to abort completely.

    2nd. When I am in my dojo, and the sentient anomaly shows up, the icon will not appear and access to that mission will not appear until I travel somewhere else then select navigation again. This is an issue throughout warframe, but it's especially annoying here. The dojo has many quirks like this where access to the rest of the game differs, ie kuva lich parazon screen, navigation, and potential traders spawning in your railjack so you can't invite them to trade even once they are in your actual dojo, etc...

  19. I ran my 1st sentient railjack mission since OP earlier today and I crashed again. I'm redownloading warframe now so we'll see if that fixes it, but I was able to run other mission types in between and I've only crashed on sentient anomaly missions since the recent hotfix so I'm not sure if this is my ps4 or just the sentient mission.

    This crash involved no derelict, and I was host with only one other random crewmember. I'll run sentient anomaly next chance I get but I don't want to ruin anyone else's run so I'll probably try solo. It has only happened after 10 or more minutes into the mission, 1st in a derelict, and 2nd in pilot seat.

  20. I'm not sure if this is the appropriate place to report a crash/bluescreen/error code CE-34878-0, but here we are.

    I was hosting railjack mission on Ruse War Field in Veil Proxima while the sentient anomaly was active when my game crashed and gave me the ps4 "your game crashed" error code. We were about halfway done with the mission when I jumped into a derelict to clear it and look for a cache and I immediately noticed my frame-rate drop. Like Hildryn on Kuva Fortress level bad frame-rate. Within less than 30 seconds of being in the derelict, I crashed and got the error code. I tried to relog quickly but there was no option to rejoin previous session. 😞

    PC's hotfix included a fix to a script error code in sentient anomaly missions and I'm wondering if that may have affected this even though ps4 only got the part of the hotfix that changed ducats prices.

    Anyone else crash in sentient anomaly missions since hotfix? 

  21. 22 minutes ago, (PS4)robotwars7 said:

    probably because they want the good beam guns with Chaining (Atomos and Kuva Nukor) to keep short range, else I guess they'd consider them too powerful or something? or it's just an oversight.

    yea, you’re probably right about how they feel it would affect nukor and atomos. I think if there’s any oversight it’s on how it negatively effects other beam weapons to have to use a normal mod slot if they want +range. I have noticed that the synoid gammacor that once had a 25m range like the nukor does, now has a 40 meter range. I haven’t looked up other normal beam weapon’s ranges but maybe overall it’s higher to account for that. Either way, I think ruinous extension deserves exilus status.

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