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The Deadlock Protocol: Hotfix 28.0.3


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So.... Are u going to fix that weid clipping in the kubrow armos.

36 minutes ago, [DE]Megan said:

The Deadlock Protocol: Hotfix 28.0.3


Granum Void Changes & Fixes:
!!THE DEADLOCK PROTOCOL QUEST SPOILERS!!

  Reveal hidden contents

 

  • Increased Granum Void kill requirements as players join. Each new player will increase the kills required for each Rank by 25:
    • 1 player: 25, 50, 75
    • 2 players: 50, 75, 100
    • 3 players: 75, 100, 125
    • 4 players: 100, 125, 150
      • The Granum Void is intended to be a challenge worth taking. It can be tough for a Solo player, but considerably easier with a squad. These changes aim to provide a little more even level of challenge across the board.
  • You’ll now have temporary damage immunity upon returning to the Copus Ship from Granum Void. 
  • Fixed a script error after returning to the Corpus Ship from the Granum Void after a Host migration.
  • Fixed a script error when returning to the Corpus Ship from Granum Void after recently Reviving.
  • Fixed a script error when entering the Granum Void.

 

 

Treasurer Changes:

  • Granum Crowns dropped by Treasurers are now exempt from ‘loot Abilities’.
    • The Treasurer will drop 1 Granum Crown per player as intended.
  • If the Treasurer is within 35 meters of Extraction, he will now turn away and run to the nearest Golden Hand Tribute to avoid dying in the Extraction zone. If by chance a Granum Crown is dropped too close to the Extraction zone, they will now be teleported to a safe place. This addresses reports such as: https://forums.warframe.com/topic/1199639-treasurer-drops-coin-on-extract/
  • Fixed Granum Crown waypoints not extending past its zone.


Nightwave Changes:

  • We have added respective letter clues to the Episode 2 ID Badge. This is also reflected for the clue in the Weave.
    • Feedback showed that the ID Badge was hard to distinguish for many players, including our color-blind Tenno.
  • The Chat window will now be hidden during Nightwave Episode Crime Scene cinematics.
  • Fixed a functionality loss that could occur when falling off the final platform in the Weave.

Optimizations:

  • Optimized UI thread validation and improved coverage.

Changes:

  • Terminal Velocity can now be used with Primary Tombfinger Kitguns.
  • Tweaked the Credit acquisition FX upon using a Granum Crown at the Temple Relief after your last Tenant Lore reward. The Temple Relief will now show the last Tenant Lore entry when you have collected all of them and are receiving Credits instead of new lore.
    • For maximum knowledge, the Temple Relief will award Credits (respective of the Tier of Crown) if you’ve collected all Tenant Lore entries.
      • We’re aware of a bug where Clients do not get these Credit rewards.
  • Transmissions and Chat will now be hidden when watching Quest intro cinematics in the Codex.
  • Bumped deadzone for controller analog sticks back to 20% (was changed to 15% in the last Update) as a result of reports from players whose controllers seemed to drift within that margin of difference. 
    • A Profile setting will be added before it gets lowered again.
  • Removed unreleased Khora Deluxe Animation Sets from the Arsenal. Soon, Tenno!

Jackal Changes & Fixes:

  • Removed the unintended Riven Sliver drop from the Jackal when it is below Level 41. We have, however, kept the Riven Sliver drop if the Jackal is above Level 41 (Sortie).
  • Fixes towards Clients sometimes being left in the first stage Jackal arena if you died/Revived before the second stage.
  • Fixed the Parazon Jackal Finisher not working if you Revived after he landed into his stun, were using an Exalted weapon, or Transferred to the Operator. 


Fixes:

  • Fixed a crash that could occur when loading into a mission.
  • Fixed crash when using Protea's Temporal Anchor Ability. .
  • Fixed Sentient Cores not dropping from Sentients
  • Fixed inability for Clients to spend a Granum Crown at a Golden Hand Tribute if the Host had already used that exact Tribute with the same tier of Granum Crown.
  • Fixed Primary Kitguns crafted with the Gaze Chamber having very slow Ammo recharge rate when upgraded with max rank Pax Charge.
  • Fixed Protea’s Grenade Fan having a higher base Duration on Rank 1 and 2. The base Durations are now all a consistent 10s.
  • Fixed Protea’s Temporal Anchor path getting reset after throwing the Xoris.
  • Fixed Mods that give base Damage (e.g. Pressure Point) not applying to Atlas’ Landslide.
  • Fixed the Helstrum dealing self-damage to the Companion that it is equipped on.
  • Fixed the Battacor having unlimited usage of Alt Fire.
  • Fixed some issues with the Operator being destroyed when transitioning between regions in Railjack. 
  • Fixed Nezha’s Jinza Helmet textures appearing very grimy.
  • Fixed UI backer on Mastery Rank test complete screens being offset for non 16:9 aspect ratios.
  • Fixed some overly aggressive lens flares in some tiles in the Corpus Ship tileset.
  • Fixed a case where the Squad overlay would become unresponsive if you failed to join a Host from the Star Chart UI.
  • Fixed a script error when attempting to ‘Repeat Last Mission’ but that mission is so longer eligible (Sortie, etc).
  • Fixed a script error when the Treasurer cloaks himself in invisibility. 
  • Fixed a script error when casting Protea’s Grenade Fan Ability.
  • Fixed a script error when casting Titania’s Razorwing Ability.
  • Fixed a script error when casting Mag’s Magnetize Ability.
  • Fixed a script error when casting Hildryn’s Balefire Ability.
  • Fixed a PH; Controller Cursor in menu options.
     

 

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7 minutes ago, DrTrousersnake said:

the spawn animation is skipable but the 3 parazon (especially the extended first one) aren't

Ah gotcha. Well exploiters still isnt skippable so this probably wont be either.

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44 minutes ago, MIZTERDANKEE said:

You know what I think its about time someone says something about this rather then eating it up like most people.
I wanna address the issue with the quest itself. First off the quest starts off fine a little too easy if I might be honest and Im sure
the rest of us feel the same way, however the difficulty spike at the end....What the actual #*!% were you guys thinking? Not trying to come off
as rude here but Im just stunned over how much of a diffrence I got when all of my weapons suddenly did next to almost no damage to most enemies.
I wont spoil of course but lets just say that certain enemies that you have to kill get a ridiculous amount of health and armor to the point where its
not even fun anymore its just frustrating to go through. and the weapon you gotta use aswell, "Oh yeah let me just use a throwing weapon aginst flying
enemies that swarm you like mosquitos WITH a boss that takes as much damage as a kid poking hulk hogen with a stick. Cuz you know thats totally a fun experience!"
Its clear to me that you guys didnt playtest this quest enough and I mean it wouldnt be so bad if it weren't for the fact that its a SOLO MISSION. Why? have we just
thrown the concept of Quests with your friends entirely? and dont give me that excuse that "Oh this is centered around you the player" its obviously not about you this time.
Sure Some quests would possibly get too easy if more people joined in but I bet you theres plenty of people out there that probably wouldnt mind that at all.
You could even introduce the difficulty system INTO Your quests if necessary but thats just me.

To sum it all up, Quest is only fun til the end part and needs rebalancing, Quests needs to stop being forced solo missions.
The Update itself wasnt too bad but its not perfect. Atleast I'll be honest enough to say it rather then eat it up like most whiteknights do.

I sat there and did it first try with no real problems. You want them to make it to where the quest doesn't require any prep whatsoever to get done? It was bloody easy >.< Not to mention you need to do the Vox Solaris quest to even be able to do Deadlock Protocol..... If you're not prepped by then idk what to tell you.

Edited by Akula_Rose
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Glaive explosions still cannot crit. I'm honestly a little shocked that this bug has been overlooked even though you just released a new glaive weapon.

Can this please be fixed soon?

Oh, and good work on the quest. I enjoyed the Deadlock Protocol, listening to Granum roast Nef was just about magical. The rework on Jackal was good too, for that matter. He's much more interesting now.

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Started the Quest and quited it the moment i realized its SOLO only. Have enough solo-shooters in my Steam list.

Also i dont understand where the Railjack landing on the Plains or Vallis is. Why isnt this much higher priority then all this new stuff? You triggerd us with georgeous Railjack scenes and all we get is some other stuff. I mean i payed you the last years really not less money and i always thought its an good investment, but now i am not sure anymore.

I really love this game but this new update makes it kinda hard for me.

I am MR27 now and spend a lot of hours and money in it, in the Dojo too and thats not what i expected.

Also this searching the crime scene doesnt make sense to me. Whats the reward at the end? Why its bad when the killer comes back? Every "killer" i met so far in the game becomes on of my friends after a time.

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I have confirmed that the Relentless Combination Mod is not working.
This issue was first reported in Warframe Revised: Update 27.2.0 and has been reported by many players since then, but it's already been 3 months.

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vor 53 Minuten schrieb [DE]Megan:

The Deadlock Protocol: Hotfix 28.0.3


Granum Void Changes & Fixes:
!!THE DEADLOCK PROTOCOL QUEST SPOILERS!!

  Unsichtbaren Inhalt anzeigen

 

  • Increased Granum Void kill requirements as players join. Each new player will increase the kills required for each Rank by 25:
    • 1 player: 25, 50, 75
    • 2 players: 50, 75, 100
    • 3 players: 75, 100, 125
    • 4 players: 100, 125, 150
      • The Granum Void is intended to be a challenge worth taking. It can be tough for a Solo player, but considerably easier with a squad. These changes aim to provide a little more even level of challenge across the board.
  • You’ll now have temporary damage immunity upon returning to the Copus Ship from Granum Void. 
  • Fixed a script error after returning to the Corpus Ship from the Granum Void after a Host migration.
  • Fixed a script error when returning to the Corpus Ship from Granum Void after recently Reviving.
  • Fixed a script error when entering the Granum Void.

 

 

So DE still doesnt know in which one-way street this will end right? You will see the same outcame of kills per second/efficiency with a specific frame as in ESO. If you dont know what I mean I'm sad for you.

vor 53 Minuten schrieb [DE]Megan:

Treasurer Changes:

  • Granum Crowns dropped by Treasurers are now exempt from ‘loot Abilities’.
    • The Treasurer will drop 1 Granum Crown per player as intended.

Is it so hard to test those kind of abilities before you gonna release an update? Is it so hard?

So now that all of your Partners farmed it the easy way or everyone in the first hour is rewarded because you cant test your game probably again? This is an returning issue guys and its getting annoying. If you dont want that your players are efficient then get rid of those abilities and dont come with an Hotfix who #*!%s everyone else over because they were late to the party.

 

Edited by ValinorAtani
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43 minutes ago, Colyeses said:

Is this a joke?

We seriously all thought that the bug was that rank 3 showed the stats of rank 0, but you rectify this by nerfing a warframe that is considered pretty heavily undertuned?

Yup this absolutely blows, so we're pretty much going to be forced to go max duration just to make this ability semi useful on a basic scale? At the very least increase the duration on just the stun grenades then, atm there's barely any reason to use them unless you have 250-300 duration.

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More Nekros and Hydroid nerfs I see.

Haven't seen a single protea part so far. Have a stack of the gun parts already.

...Wait, why am I farming an underperforming frame again?

...Actually, what even is any good in this patch?

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49 minutes ago, [DE]Megan said:

Bumped deadzone for controller analog sticks back to 20% (was changed to 15% in the last Update) as a result of reports from players whose controllers seemed to drift within that margin of difference. 

  • A Profile setting will be added before it gets lowered again.

 

Thank you so much!  🙂  Good fixes here.

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50 minutes ago, MIZTERDANKEE said:

You know what I think its about time someone says something about this rather then eating it up like most people.
I wanna address the issue with the quest itself. First off the quest starts off fine a little too easy if I might be honest and Im sure
the rest of us feel the same way, however the difficulty spike at the end....What the actual #*!% were you guys thinking? Not trying to come off
as rude here but Im just stunned over how much of a diffrence I got when all of my weapons suddenly did next to almost no damage to most enemies.
I wont spoil of course but lets just say that certain enemies that you have to kill get a ridiculous amount of health and armor to the point where its
not even fun anymore its just frustrating to go through. and the weapon you gotta use aswell, "Oh yeah let me just use a throwing weapon aginst flying
enemies that swarm you like mosquitos WITH a boss that takes as much damage as a kid poking hulk hogen with a stick. Cuz you know thats totally a fun experience!"
Its clear to me that you guys didnt playtest this quest enough and I mean it wouldnt be so bad if it weren't for the fact that its a SOLO MISSION. Why? have we just
thrown the concept of Quests with your friends entirely? and dont give me that excuse that "Oh this is centered around you the player" its obviously not about you this time.
Sure Some quests would possibly get too easy if more people joined in but I bet you theres plenty of people out there that probably wouldnt mind that at all.
You could even introduce the difficulty system INTO Your quests if necessary but thats just me.

To sum it all up, Quest is only fun til the end part and needs rebalancing, Quests needs to stop being forced solo missions.
The Update itself wasnt too bad but its not perfect. Atleast I'll be honest enough to say it rather then eat it up like most whiteknights do.

Wait, i thought this was an easy quest.

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Thanks. Hotfix. invisible time, We kill 27 and no time, Once pick up time in the air. Can't finish this mission. Can't collect weapon parts! Please Fic it fast!

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50 minutes ago, [DE]Megan said:

Increased Granum Void kill requirements

When you made that change did you figure for people joining at the last second and tanking the team score? 

Cause just played a mission and people kept joining and we got pretty close to failing because the requirement kept getting raised mid run. 

 

The whole thematic element of this being an in mission thing is kinda cool but really disruptive to normal gameplay especially after most people get what they want and have zero reason to bother with it. 

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5 minutes ago, XaoGarrent said:

More Nekros and Hydroid nerfs I see.

Haven't seen a single protea part so far. Have a stack of the gun parts already.

...Wait, why am I farming an underperforming frame again?

...Actually, what even is any good in this patch?

Railjack avionics farm is good now, all the hard (void hole, tether, seeker volley, conic nozzle, hyperstrike etc) to get ones are dropping like raindrops atm.

Don't tell anyone though, gonna make a killing selling them for plat before anyone finds out DE messed something up.🤐

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33 minutes ago, rawr1254 said:

They are. Hit spacebar

The mid-fight cinematics are not skippable due to issues with desync. You may be able to skip if solo but there was a patch note about them disabling skip on the mid-fight cinematic due to sync issues.

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4 minutes ago, Oreades said:

When you made that change did you figure for people joining at the last second and tanking the team score? 

Cause just played a mission and people kept joining and we got pretty close to failing because the requirement kept getting raised mid run. 

 

The whole thematic element of this being an in mission thing is kinda cool but really disruptive to normal gameplay especially after most people get what they want and have zero reason to bother with it. 

This should be set to players in the granum void. People who join mid-game don't just spawn in the void do they? I mean, the thing has a timer and if you miss your chance you can't go in.

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This is great and thank you, but please can you increase the drop chance of the specters dropping the time boosters? I'm not getting enough and because of that I am not getting enough time to kill 75 of them off

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You adjusted it for players. Not the enemies. They spawn like there is only one person there. It makes the mission impossible if more than 2 people jump in.

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3 minutes ago, slindagor said:

Thanks for ruining the bramma

The Bramma was OP and as fun as the nukebow may have been, we all knew DE was going to balance it sooner or later.

Now if they could also take the trash MR fodder stuff and make it useful, that'd be a nice buff in a sea of nerfs.

Edited by Nasheim
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