MariAnnette Posted August 29, 2020 Share Posted August 29, 2020 Type - In Game Description - Damaged necramech parts not being awarded to all members of the squad when running isolation vaults when the mechranech drops a part Visual - From what I have experienced, only one player gets the message about receiving the damaged mechranech part, while the rest do not. Reproduction - I don't know, except for running the isolation bounty with a squad of 2 or more players. Expected result - All players in the squad get the damaged mechranech part Observed result - Only one player in the squad receives the dropped part. Reproduction rate - I've run three isolation vaults with a friend. He hosted two and I hosted one, just to be sure it wasn't a client host bug. A damaged mechranech item dropped 2 of those 3 times, once when he was host and once when I was host. Both times the item dropped, he received it while i did not. Please disregard this, as I see it was addressed in the hotfix earlier today and I overlooked it while reading the hotfix notes. Link to comment Share on other sites More sharing options...
OnceADrog Posted August 29, 2020 Share Posted August 29, 2020 TYPE: [In-game DESCRIPTION: Mining. Many nodes on Deimos are embedded in the terrain, ESPECIALLY where there are maggot boils. Sometimes two adjacent ones have mining nodes hidden in them VISUAL: Please implement just pasting images here. I'm not going to three different sites just to give you a picture of a damn bug REPRODUCTION:Go mining EXPECTED RESULT: Mining nodes are buried in the terrain OBSERVED RESULT: A lot of mining nodes ~10-15% are buried in terrain, verified with mining laser diamond Also, some of the mining points are hidden in the terrain, although you can sometimes hit them if you wave the laser around enough REPRODUCTION RATE: They are everywhere, especially in caves. Go see yourself.... Link to comment Share on other sites More sharing options...
dman2240 Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In Game DESCRIPTION: Necramechs out on the Drift not dropping anything after death REPRODUCTION: Unknown, simple transfering into mech works but after death of mech nothing drops loot wise EXPECTED RESULT: Loot to drop from mech be it parts or the token things OBSERVED RESULT: No loot REPRODUCTION RATE: Every time since most recent patch Link to comment Share on other sites More sharing options...
Heavywpnguinea Posted August 29, 2020 Share Posted August 29, 2020 PLATFORM: PC DESCRIPTION: Rank 9 Vapor Trail Mod and Rank 10 Vapor Trail Mod have same effect listed in item description, rank 10 still has a higher drain REPRODUCTION: Rank (or preview) the mod Vapor Trail to rank 9 and compare to rank 10 EXPECTED RESULT: The rank 10 mod would have a stronger effect than the rank 9 mod OBSERVED RESULT: They have the same listed effect REPRODUCTION RATE: Seemingly 100% Link to comment Share on other sites More sharing options...
Heavywpnguinea Posted August 29, 2020 Share Posted August 29, 2020 1 minute ago, dman2240 said: TYPE: In Game DESCRIPTION: Necramechs out on the Drift not dropping anything after death REPRODUCTION: Unknown, simple transfering into mech works but after death of mech nothing drops loot wise EXPECTED RESULT: Loot to drop from mech be it parts or the token things OBSERVED RESULT: No loot REPRODUCTION RATE: Every time since most recent patch That was a change DE made on purpose with the patch Link to comment Share on other sites More sharing options...
JustL1me Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-Game DESCRIPTION: Deimos Carnis (the new Centipede enemies) do not grant Affinity on death. This is also true for the Rex variant. REPRODUCTION: Kill a Carnis, and see that the affinity pop-up does not appear and does not affect the affinity of your weapons. EXPECTED RESULT: Carnis should grant affinity upon death, like all other enemies OBSERVED RESULT: No affinity pop-up appears and there is no change in the amount of affinity my weapon has in the mission log screen. REPRODUCTION RATE: Happens every time, even after restarting the game. Link to comment Share on other sites More sharing options...
Zext Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In Game DESCRIPTION: Nekros' shadow of the dead spawns count as enemies for the 'defend this area' objective, or something similar to that. REPRODUCTION: Get the bounty where you gotta defend an area. Bring Nekros. Use shadow of the dead. EXPECTED RESULT: I shouldn't have failed this type of bounty objective several times OBSERVED RESULT: I failed this type of bounty objective several times REPRODUCTION RATE: Every time I use Nekros' shadow of the dead on this bounty objective. Link to comment Share on other sites More sharing options...
dman2240 Posted August 29, 2020 Share Posted August 29, 2020 27 minutes ago, Heavywpnguinea said: That was a change DE made on purpose with the patch Then how do we get them now, this is dumb AF to remove the only way to get them. Also I don't see it in patch notes. Link to comment Share on other sites More sharing options...
Redracer18 Posted August 29, 2020 Share Posted August 29, 2020 In-Game in the Cambian Drift on a K-Drive https://youtu.be/04PVl1C4JOc Link to comment Share on other sites More sharing options...
Deshalope Posted August 29, 2020 Share Posted August 29, 2020 TYPE: Skills DESCRIPTION: Ivara's Prowl deactivates when entering Isolation Bounty 3rd phase, upon approaching a live Necramech for the first time. Immediately trying to turn it back on will give the 'skills disabled' blue glitch visual + sound effect. Moving a meter or two away and then turning it back on works fine. After being reactivated, Prowl will: Turn itself off when shooting any of the arrows from Ivara's Quiver once said arrow has landed (not when first fired/in flight). Have to wait for the arrow's animation to finish to turn Prowl back on, otherwise it doesn't work. Sometimes, but not always turn itself off on transference out. All of this will stop happening once all nearby Necramechs have been destroyed. Note that this also used to happen upon approaching active Necramechs in the field during Vome phase. It no longer seems to happen. VISUAL: Haven't been able to capture it. Picture Prowl being on, followed by not being on any longer. Nothing special is seen or heard. Trying to turn it back on without moving away first will give the blue glitch effect. REPRODUCTION: Be on Ivara with Prowl on. Approach an active Necramech inside an Isolation Vault for the first time. Prowl will turn itself off something like 40-80m away (I'm not sure about the distance, it's a little difficult to tell). Turn Prowl back on, use any of the arrows from Quiver - it will turn off once the arrow has landed. Turn Prowl back on, transference out - it may turn off right away, may not. Seems to be a per session thing. EXPECTED RESULT: Prowl shouldn't be turning itself off under these conditions. OBSERVED RESULT: It jolly well did! REPRODUCTION RATE: Prowl turns off 100% of the time upon entering the area for the first time. After that, using a skill from the quiver within the area seems to also turn it off every time, but not outside of it. Transference doesn't always turn it off. Link to comment Share on other sites More sharing options...
Bricald Posted August 29, 2020 Share Posted August 29, 2020 TYPE: new mechanics / helminth DESCRIPTION: helminth's subsume does not function for some reason VISUAL: Link to comment Share on other sites More sharing options...
CLINIQUE Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-game DESCRIPTION: Avichaea spawned inside a wall VISUAL: Link to comment Share on other sites More sharing options...
ZukeZima Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-orbital DESCRIPTION: The helmith infusion the "hack" abilit not infuse: VISUAL: Game Message REPRODUCTION: Try to imput this ability in Loki, after lvl up EXPECTED RESULT: The Infusion OBSERVED RESULT: After few tries, I give up, later in my arsenal the ability was in the select mod config REPRODUCTION RATE: Few tries, I need another lvl with abilit to try this again. Obs: idk if the outhers HA (Helminth Ability) get buged too cuz I just lvl 3 in helminth system ----- TYPE: Mission-Pluto DESCRIPTION: The plants on pluto just not spwannig VISUAL: absence of the object REPRODUCTION: Try another mission on pluto, just not spawning any mission EXPECTED RESULT: Scan the plant OBSERVED RESULT: I try another mission in the same planet, no results, in another planets is ok REPRODUCTION RATE: arrount 5 missions in the right spots Obs: we supposedly need feed the helminth with this ones too, right? Link to comment Share on other sites More sharing options...
gigaslyce Posted August 29, 2020 Share Posted August 29, 2020 wisp with the empower and using her 4 she can shot her guns while doing it Link to comment Share on other sites More sharing options...
guiveio Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-Game DESCRIPTION :Sometimes mech's Guard mode deals infinite damage. VISUAL: REPRODUCTION: Don't know,Usually happens when I join an already ongoing mission,does not work as the host. EXPECTED RESULT: Should only bring out the Arquebex,dealing it's normal damage OBSERVED RESULT: When entenring guard mode it pulls both Arquebex and the primary archgun,apllying both of their mods,whenever entering guard mode again,the mods are applied once again,increasing damage and fire rate,resulting on these broken numbers . REPRODUCTION RATE: Only happens 1/5 if the time,never as the host Link to comment Share on other sites More sharing options...
enemystand Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-Game DESCRIPTION: While leveling a Panzer Vulpaphyla sometimes the level get reset when the pet die, so it can go from level 20 to lvl 0 REPRODUCTION: level up your pet and wait for it to die to get their level reset, but the chance to the level to get reset is not 100% EXPECTED RESULT: Pet level don't reset when it die OBSERVED RESULT: Pet level get reset to 0 when it die, the chance is not 100% of the time Link to comment Share on other sites More sharing options...
shotblade Posted August 29, 2020 Share Posted August 29, 2020 Just now, dman2240 said: TYPE: In Game DESCRIPTION: Necramechs out on the Drift not dropping anything after death REPRODUCTION: Unknown, simple transfering into mech works but after death of mech nothing drops loot wise EXPECTED RESULT: Loot to drop from mech be it parts or the token things OBSERVED RESULT: No loot REPRODUCTION RATE: Every time since most recent patch They removed this function a while ago. The acquisition of mech parts from piloted and destroyed Necramechs. Link to comment Share on other sites More sharing options...
seventhwalker Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In-Game DESCRIPTION: Was doing vault runs, after defeating a necramech, ALL skills were disabled, can't go operator even after exiting the vaults. Dying *sometimes* reactivated them VISUAL: REPRODUCTION: Use 5 a lot while fighting vault necramechs, like spamming to heal the WF, void dashing against them EXPECTED RESULT: able to use skills, able to go to and from operator mode OBSERVED RESULT: all skills disabled (even after getting out of the vault), can't go to operator mode REPRODUCTION RATE: Been happening frequently since HoD launch, still happened today during a vault run as of with 08/29/20 (gmt+8) with all the previous patches/hotfixes TYPE:In-Game DESCRIPTION: Was doing vault runs, while fighting necramechs, If I go into operator mode, it won't be able to go back to the warframe unless the operator 'dies'. Also the inverse happens. If i'm using WF when the bug activates, it won't be able to go into operator mode unless it dies and uses up a revive... but even then the bug will still persist and will need to use up revives just to be able to use it again VISUAL: pic here is in front of the bonus vault door AFTER completing it, but it will still persist even outside in the open world map REPRODUCTION: Just moving to and from operator mode a lot in the vaults. Happens sometimes during the toxicity phases, sometimes inside the necramech vaults itself EXPECTED RESULT: being able to move freely between wf and operator modes OBSERVED RESULT: If i'm using WF when the bug activates, it won't be able to go into operator mode unless it dies and uses up a revive... but even then the bug will still persist and will need to use up revives just to be able to use it again REPRODUCTION RATE: Been happening frequently since HoD launch, still happened today during a vault run as of with 08/29/20 (gmt+8) with all the previous patches/hotfixes. Very frequently since its been happening from morning till night vault runs Link to comment Share on other sites More sharing options...
Zecters Posted August 29, 2020 Share Posted August 29, 2020 TYPE:In-Game DESCRIPTION:: Happened during the fight with the Necramech Guardians.If i go into operator mode during the necramech fights,Transferring back to the warframe is disabled EVEN WHEN the Necramech Guardian HAS BEEN DESTROYED. But when used with Umbra,and when the operator "dies",I ( now is controlling Umbra) is falling through the grounds,as you can see in the picture below. Note : Using /unstuck will not fix the situation with transferrence being disabled until I go back to Necralisk hub. VISUAL: REPRODUCTION: Using the operator DURING AND AFTER the NECRAMECH GUARDIAN FIGHT EXPECTED RESULTS: Being able to use transferrence back into the WARFRAME normally AFTER THE NECRAMECH FIGHT,and UMBRA doesn't fall through the landscape like the visual provided above. OBSERVED RESULTS:Umbra falling through the landscapes,all void abilities are usable EXCEPT FOR TRANSFERRENCE,can only TRANSFER back to UMBRA when the operator DIES and UMBRA falls through the landscape like the visual provided above. REPRODUCTION RATE: 100% chance of happening. I have logged out all 15 solo runs,all 15 had this issue happening. Link to comment Share on other sites More sharing options...
G0D5peed Posted August 29, 2020 Share Posted August 29, 2020 in game/ ui description: the sepulcrum primary fires rate of fire is not reflective of the displayed rate in the ui EXPECTED RESULT:the gun to fire at the posted rate OBSERVED RESULT; fires at about 60% of the posted rate REPRODUCTION RATE: always Link to comment Share on other sites More sharing options...
(PSN)Why_is_69_funny Posted August 29, 2020 Share Posted August 29, 2020 TYPE: in game DESCRIPTION: was going to capture avichaea when saw that the trail beginning was underneath the goo VISUAL: n/a REPRODUCTION: n/a EXPECTED RESULT: trail should not have been in the goop OBSERVED RESULT: trail started in the goop REPRODUCTION RATE: only found once Link to comment Share on other sites More sharing options...
KillifishPrime Posted August 29, 2020 Share Posted August 29, 2020 TYPE: In game DESCRIPTION: This happens mainly when I'm in the Necralisk, although it has happened once out on the drift as well. If I tab out of warframe in fullscreen mode to look at something in another window, when I come back to the game there's this pulsing visual spore effect absolutely coating the screen. It happened the first time during the HOD quest just after launch, during the final battle with the mech when I had to leave the game for a second to adjust a sound setting, but continues to happen with each successive hotfix. Effect is fixed by leaving deimos entirely and returning to my orbiter. VISUAL: It fades in and out in a pulsing effect, this is it at one of the heavy peaks REPRODUCTION: Open warframe in fullscreen, go to the necralisk or cambion drift, tab out of the game (I used the windows button but I don't think it matters exactly how), wait a few minutes, then come back in. EXPECTED RESULT: Uh, I should have tabbed out of the game and come back in to a clear, normal screen, like I always do OBSERVED RESULT: I tabbed back in to a distracting heavy spore effect pulsing over everything. REPRODUCTION RATE: It seems like the longer I stay out of wf the more likely it is. If it's just a few seconds it's unlikely to happen, if it's several minutes it's maybe half of the time. Link to comment Share on other sites More sharing options...
mrphade Posted August 29, 2020 Share Posted August 29, 2020 Can't progress to stage 2 of the isolation vault mission. Someone grabs the canister, throws it at the door, it doesn't register, the entire mission is ruined. Let me just tell you how awesome that is when it happens on the 3rd vault. Link to comment Share on other sites More sharing options...
TisWeakToAught Posted August 29, 2020 Share Posted August 29, 2020 Type: In-game Description: Whenever I use Infested Mobility (EDIT: Not on max rank), the parkour increase is permanent and stacks with itself. Beyond the exploit potential, this quickly makes bullet jumps and rolls practically unusable for those using the ability normally, as these maneuvers will plunge you hard into the opposite wall. Visual: Reproduction: I don't know whether this is Volt Prime-specific, since i haven't put it on any other frames. But I was able to use it with Volt Prime in the first ability slot in the Simulacrum, Cameria Jupiter Survival, and Carpo Jupiter Exterminate. Expected Result: Parkour speed is supposed to return to normal when Infested Mobility wears off. Observed result: Parkour speed increase is permanent and stacks with itself, quickly resulting in bullet jumps and rolls being functionally useless. I would also like to be able to do Speed/Infested Mobility to up my Hive Sabotage clear times without getting banned for it. (Note: the bug doesn't occur on max rank, I've been staying away from this in general because I don't want to get banned, so I don't know which of the other ranks it applies to exactly, I was rank 1 in this footage) Reproduction Rate: 100% Link to comment Share on other sites More sharing options...
awest_asd Posted August 29, 2020 Share Posted August 29, 2020 TYPE: in game, isolation vault mission DESCRIPTION: In the isolation vault mission if you have more than 1 person pull out the bait thing that you throw at the door more than one can be pulled out. you can then use the extras to skip making bait on the 2nd and 3rd missions and go right to the toxicity part of the missions REPRODUCTION: have more than one person try and pull out the bait thing with a little delay between them EXPECTED RESULT: only one person should get one OBSERVED RESULT: we end up with more than one Link to comment Share on other sites More sharing options...
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