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Scarlet Spear: TennoGen 27.3.10


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Scarlet Spear: TennoGen 27.3.10

Scarlet Spear Serverside Hotdrop
Last night at roughly 7:10pm ET we deployed a serverside fix to address the cases of Murex Raid Space teams not receiving Kill Codes. Due to the serverside fix, the Flotilla that ended just before the hotdrop (Murex Wave from 4:10 to 7:10 ET) yielded no Victory Payout for eligible Tenno. We’re working on a script to provide the missing Victory Payout - we’ll update you in this Hotfix thread when the script has started/ended.

*The Victory Payout script has started! We'll update this thread when it has finished. 

*The first script has completed! We have another script planned for players who did multiple Flotillas during that wave, and thus gained more than the Victory Bonus cap of 10,000. This script will run at the start of the next Murex Raid at ~ 8:50 pm ET. We'll update you here when it starts.

*The final script has run and completed - thanks for your patience!

We’re still monitoring the overall issue now that this Hotfix is live, as it also contains more logging for this scenario. 

 

Scarlet Spear Changes & Fixes:

  • The Murex Raid Satellite now must be towed to its correct location before you can deploy the Oplink. 
    • Upon digging into the logs we’ve been receiving for the “No Kill Codes” issue, we found that a number of these reports were not receiving Kill Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different - just a precaution for those who don’t park their Satellite in its designated zone! 
  • The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 
    • Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!
  • Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
  • Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.
  • Fixed a rare progression stopper where the Condrix remains invulnerable while open after a Host Migration occurs.
  • Fixed an edge case where Clients who joined a Murex Raid mission in progress wouldn't receive intermittent rewards that appear after each Murex is driven away.
  • Fixed an edge case script error that occurred when receiving a Kill Code, which could result in not receiving said Kill Code.
  • Fixed a script error when a Murex Wave succeeds during a mission.
  • Fixed a script error when deploying your Oplink in the Ground Assault mission.

Kuva Lich Fix:

  • Fixed various script errors related to stabbing a Kuva Lich.

Railjack Fix:

  • Removed the mention of ‘Archwing Catapult maneuvers’ from the Engineering Intrinsics description due to none of its Ranks relating to the Archwing Slingshot. You can find Archwing Slingshot improvements under the Gunnery Intrinsic!

General Changes:

  • Replaced the Atlas Prime Helmet Blueprint with the Atlas Prime Systems blueprint in the Lith N4 Relic that was recently indeed to the mix. 
    • The Atlas Prime Helmet Blueprint was accidentally put into the Uncommon slot, when it is indeed a Rare piece. 
  • Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.
  • Updated the Garuda Sakhura Helmet to better match the reflectivity of the body.

Optimizations:

  • Small optimizations towards lighting/shadows on low-end machines when Deferred Rendering in enabled.

Fixes:

  • Fixed Sentient Battalyst laser party ability not respecting physical Shield abilities, such as Frost’s Snowglobe and Atlas’ Tectonics, and instead going through the barriers to injure players.
  • Fixed Client Mercy kills not counting towards Riven ‘Finisher kills’ challenges.
  • Fixed incorrect mesh scaling when equipping the Heavy Blade Mizar Skin, making the weapon appear smaller than intended. 
  • Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.
  • Fixed the Tenno Affinity Icon in the Squad/Player List on the HUD overlapping with the message of Bleeding Out and Reviving.
  • Fixed some missing FX on Titania’s Tribute ability.
  • Fixed a script crash that could occur if you boarded a K-Drive too soon after entering an open level (Vallis/Plains).
  • Fixed a script error that could occur when joining a Corpus Gas City mission while someone was activating a secret puzzle.
  • Fixed a script error when joining-in-progress on a Titania with multiple Tribute buffs active.
  • Fixed a script error that could occur if Index points were deposited right as you left the Index mission. 
  • Fixed a script error when Rushing a Dojo room.
  • Fixed a script error when casting Exacalibur’s Radial Javelin.
  • Fixed a script error when being downed.
     
Edited by [DE]Megan
*The final script has run and completed!
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cheers

6 minutes ago, [DE]Megan said:
  • The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 
    • Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!
  • Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
6 minutes ago, [DE]Megan said:

Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.


YES YES YES

6 minutes ago, [DE]Megan said:

Fixed Sentient Battalyst laser party ability not respecting physical Shield abilities, such as Frost’s Snowglobe and Atlas’ Tectonics, and instead going through the barriers to injure players.


This was also annoying so appreciate this as well.

Also please re-release machete since its only obtainable through daily logins. 🙃

Edited by Revanx
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With all the things Revised update did right, I still think there are a lot of things that should be reworked or fixed.

MODDING AND ABILITIES SCREEN

I think everyone already talked about this, but I'll just tell what I think: yeah, the old abilities screen was a lot better. We've got some compensation in the abilities on the modding screen, but the thing is, you still have to fly the mouse over all the abilities to check out how one mod affected all the abilities - and I think we should see the changes immediately. Like a little table that shows all the abilities right there, on the modding screen itself. And when you put a mod that changes the stats, you can see everything right from the get-go.

ARSENAL, INVENTORY

Right now it's a great pain in the butt when you literally can't just see what weapons in your arsenal have a potato.

Also, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man.

MASTERY RANK TEST

When game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it should be a really big button. Also, it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens.

SIMULACRUM

I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons. Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, DE, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you.

As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good.

MARKET, CODEX, INSTRUCTIONS

Why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate.

FOUNDRY

Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. When I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus.

Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want.

FISSURES SCREEN

It would be actually great to see how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc.

MINIMAP REWORK

When will we get a proper minimap rework? At this point it's really annoying that you have to waste so much time to look for things you really want to pick up. I understand that if we get different icons for every resource minimap will get cluttered. But can you at least implement different icons for Syndicate medallions and Ayatan Sculptures? We already have different icons for Cephalon and Somachord fragments. Nothing is more annoying when you understand how much Ayatans you just passed by in some fast mission, because everyone rushes to the exit.

While we're at it, maybe all Warframes should have loot and enemy radat from the get-go? I mean, really, what's the point in having TWO different exilus mods and another companion mod, when we should have had those things in the first place? For example, my friend started playing the game and it's really annoying how much time it takes to get a companion and when you just start the game you still don't have enough endo or warframe capacity to fit radar mods, when you really want to have something more valuable there. It's just old busted mechanic that should have been gone long time ago.

ESSENTIAL MODS REWORK

Cause we already started talking about loot and enemy radars, maybe you should think about a system of essential things for every frame? Or just give us additional cells just for mods, that don't take any capacity. Like, for example, we have three or four additional cells in every frame, where we can install loot and enemy radars, some resistance mods and sprint\parkour mods? Even health\armor maybe? Because everyone already have talked about Serration-like mods being essential in every weapon. Maybe we should get something like this for everything, including Warframes? Just to incentivize further variation in builds and at last have some space for quality of life stuff.

Thank you, I hope you will think about those ideas.

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Upon digging into the logs we’ve been receiving for the “No Kill Codes” issue, we found that a number of these reports were not receiving Kill Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different - just a precaution for those who don’t park their Satellite in its designated zone! 

Seriously how is that even possible? Trying to deflect the blame here to players?

And whole flotilla can't at the same time place their satellites "not properly in place" so that suddenly there is no code activity in flotilla chat and then resetting flotilla score back to 0 when returning to flotilla.

eZXMdgR.png

Edited by Buldozers
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1. Half of the Liset Prime skin can't be colored, it's always gray. Unacceptable, considering it's real money exclusive content, and I can't use it because of that bug. It's very old, yet still not fixed
2. For some reason you have both metallic and non-metallic parts colored as accents, which is just wrong. Remove non-metallic part from accents and add somewhere else, to tertiary, for exampleliset_prime.png

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Thanks for the hotfix!

Can you please allow objects in the orbiter/dojo to be rotated upside down without them turning a few extra degrees and looking wonky? It makes decorating really painful and tedious when this happens.

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19 minutes ago, [DE]Megan said:

Scarlet Spear: TennoGen 27.3.10

Scarlet Spear Serverside Hotdrop
Last night at roughly 7:10pm ET we deployed a serverside fix to address the cases of Murex Raid Space teams not receiving Kill Codes. Due to the serverside fix, the Flotilla that ended just before the hotdrop (Murex Wave from 4:10 to 7:10 ET) yielded no Victory Payout for eligible Tenno. We’re working on a script to provide the missing Victory Payout - we’ll update you in this Hotfix thread when the script has started/ended.

We’re still monitoring the overall issue now that this Hotfix is live, as it also contains more logging for this scenario. 

And you probably didn't have to say anything, people probably would have mostly written it off as standard substandard strangeness.

But not only did you open about it and took the time to explain it, you went IMO above and beyond to fix it. 

So from the bottom of my heart (even tho I was not personally effected), Thank you!

 

19 minutes ago, [DE]Megan said:
  • The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 
    • Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!

Yay, mostly killed them quickly but those occasional games of peekaboo where it would refill when only part of the canisters had been destroyed was no fun.. 

 

19 minutes ago, [DE]Megan said:
  • Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.

Also yay, I wasn't sure if it was just me going crazy or some sort of thing but it seems that it was some sort of thing. 

 

Edited by Oreades
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4 minutes ago, [DE]Megan said:
  • Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.
  •  

Thank the Lord

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4 minutes ago, BloodRavenCap said:

When game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it.

Already exists.

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  • Reflection mod is currently useless. remove the Channeling condition?
  • 100/100 Murex bug; not getting them credits in rare occasions.
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Hotfix after hotfix, from home. Thanks!

Can glaives get some love please? They're the only melee without a real heavy attack:

* Heavy attacks can't crit! This means the 2x on critical chance mods does nothing on glaives.

* Throws and heavy attacks don't get bonus damage from Condition Overload! This makes the main reason people would dual wield pointless, and cuts out a major source of damage.

* Heavy attacks require precise timing and have falloff!

* Power Throw doesn't provide any punch through! It does literally nothing.

* Heavy attacks can't headshot, losing potential damage other melees get.

* Heavy attacks can't be chained. Most melee allow an extra heavy attack or more without losing more combo.

* Heavy attack mods don't consistently trigger on heavy attacks.

* You can't block in dual wield mode.

* You can't perform aerial throws unless dual wielding.

Please make these incredibly iconic weapons viable again. They will never be room-clearing monsters the likes of Nikanas, Scythes, Staves, Whips, Rapiers, or the Bramma. Currently they're just melee weapons with extremely short range, mediocre attack speed, and low damage.

I'm sure the metrics show what is obvious to anyone playing: no one uses glaives anymore!

Edited by Litus42
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Nice! This patch is appreciated.

I left a bug I reported last month, hopefully they can fix it as it is annoying and would be very helpful in this event in some cases

 

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