RafMatador22 Posted August 27 Share Posted August 27 Come on, the big problem here is that team "mates" usually actually leave the marked area to kill mobs, and not because they killed enemies outside the marked area. Unfortunately this is a difficult problem to solve, the only solution I see is some warning about "leaving the mission area" with the screen completely blurred, which forces the damn player to return to the right area. 6 Link to comment Share on other sites More sharing options...
Scor-Chii Posted August 27 Share Posted August 27 Just now, RafMatador22 said: Come on, the big problem here is that team "mates" usually actually leave the marked area to kill mobs, and not because they killed enemies outside the marked area. Unfortunately this is a difficult problem to solve, the only solution I see is some warning about "leaving the mission area" with the screen completely blurred, which forces the damn player to return to the right area. This. All this. I'd say add a damaging field that kills in seconds to the whole map except the circle but that's too extreme A better option would be to make players deal no damage unless they're inside the circle or something 1 Link to comment Share on other sites More sharing options...
DaShark Posted August 27 Share Posted August 27 The Maginav Prime Signa still isn't as far forward as it should be, judging from the Prime Access promotional image. Specifically for Sevagoth Prime, the signa is supposed to be towards the front of his "hat." The previous version was behind the hat, and now its towards the center. This is a lot better than it was previously, though. 3 Link to comment Share on other sites More sharing options...
ANT. Posted August 27 Share Posted August 27 22 minutes ago, Megazawr said: Not in doorways or hallways (they get stuck and act very janky there) Ah okay. I've never seen that. Koro is the best place for a certain riven challenge and I'd hate to see it get nerfed, so as long as they don't mess with the ones outside the big vault door too much everything's cool lol. Link to comment Share on other sites More sharing options...
Yulfan Posted August 27 Share Posted August 27 @[DE]Megan @[DE]Taylor Can you acknowledge that your brand new and shiny Sevagoth Prime has Sentinel's mods and precepts COMPLETELY BUGGED with his Shadow? I think it's quite a consequential bug :/ Link to comment Share on other sites More sharing options...
Quest Posted August 27 Share Posted August 27 Thank you Link to comment Share on other sites More sharing options...
Megazawr Posted August 27 Share Posted August 27 1 minute ago, ANT. said: Ah okay. I've never seen that. Koro is the best place for a certain riven challenge and I'd hate to see it get nerfed, so as long as they don't mess with the ones outside the big vault door too much everything's cool lol. Well if you start the door destruction in the beginning, they should spawn on left and right sides of the bridge, in the air. This has been the case a few years ago, but now they mostly spawn in the doorway and hallway right before the bridge, and sometimes in the room that's right after that door you break through. I see them spawn in proper places less often than the opposite. Link to comment Share on other sites More sharing options...
tel__arin Posted August 27 Share Posted August 27 48 minutes ago, [DE]Megan said: Lowering the security level is now based on kills dealt by players that are within the marked zone, instead of the enemies killed within the marked zone. Players often shared the experience of squadmates killing enemies that are outside of the marked zone. As a way to address this common occurrence, kills now count as long as players are within the zone (even if the enemy dies outside of it). This change has also been applied to the “Kill Infested Close to the Cauldron to infuse it” stage of the Cambion Drift Assassination Bounty - now, players are only required to kill enemies from within the circle instead of needing enemies to be within range. Devshorts watchers may have expected this change with Koumei & The Five Fates update later this year, but this snuck in earlier than planned! AMAZING. thanks Link to comment Share on other sites More sharing options...
Ellniko75 Posted August 27 Share Posted August 27 Thanks Are you guys planning to address melee influence not spreading saryn's 3? 1 Link to comment Share on other sites More sharing options...
Trollocaustic Posted August 27 Share Posted August 27 I'm truly grateful for the Netracell fixes but what about all the client-side related issues while in Duviri, especially SP Circuit? For example, incarnon charge still does not show on the HUD. Link to comment Share on other sites More sharing options...
Binket_ Posted August 27 Share Posted August 27 So... Auto-Melee Toggle? I'd be nice. Real nice. Super nice! Ultra nice, really. Just unfathomably swell. Do it already. 3 Link to comment Share on other sites More sharing options...
Trollocaustic Posted August 27 Share Posted August 27 33 minutes ago, Ellniko75 said: Thanks Are you guys planning to address melee influence not spreading saryn's 3? Seriously, dude. As if Saryn isn't ridiculously broken as is... Link to comment Share on other sites More sharing options...
-SD-laserapfel Posted August 27 Share Posted August 27 Nobody posting red text? Link to comment Share on other sites More sharing options...
Ellniko75 Posted August 27 Share Posted August 27 hace 9 minutos, Trollocaustic dijo: Seriously, dude. As if Saryn isn't ridiculously broken as is... Brother, it has nothing to do with being broken or not, its consistency and clarity. If the arcane says it does something but it doesn't, it's a problem. 3 Link to comment Share on other sites More sharing options...
NightmareT12 Posted August 27 Share Posted August 27 (edited) Checked Navimag Prime on Sevagoth Prime: Now it goes further on the Z axis (so it reaches the front at max Y slider position), but it now always floats when before it'd be touching Sevagoth Prime's helmet. I think you need to actually lower the absolute height on it a tad so the front piece makes contact, which is what people wanted (cursor shows the gap): At least it's also the impression I had Kaz had in mind when the concept art was shown. If you could make another pass on Sevagoth Prime at least I'd be very very grateful. Thanks for giving it a look nonetheless :) PS: When will you guys upload the newer Prime Access avatars here, I'm dying to become a royal navy soldier kek Edited August 27 by NightmareT12 4 Link to comment Share on other sites More sharing options...
Proteo Posted August 27 Share Posted August 27 11 minutes ago, Trollocaustic said: Seriously, dude. As if Saryn isn't ridiculously broken as is... Does it matter? Link to comment Share on other sites More sharing options...
Proteo Posted August 27 Share Posted August 27 Next update should be "Fixing client side bugs reported since 5 years ago". 1 Link to comment Share on other sites More sharing options...
PublikDomain Posted August 27 Share Posted August 27 1 hour ago, [DE]Megan said: Fixed the Maginav Prime Signa offset being too high on most Warframes. When will this be addressed for the Ember Heirloom Signa? I don't really want to have to ask for a refund here, but it's just not usable on any of my frames the way it is. 1 Link to comment Share on other sites More sharing options...
Void2258 Posted August 27 Share Posted August 27 Many melee Incarnons still lack the new melee incarnon reticle introduced in Dante Unbound. Link to comment Share on other sites More sharing options...
Numerounius Posted August 27 Share Posted August 27 1 hour ago, Ellniko75 said: Thanks Are you guys planning to address melee influence not spreading saryn's 3? I'm going to need more explanation. Did it used to work? The comments on the wiki seemed to indicate so it in which case this would be a bug. But if it didn't from the very start then its a 50/50 chance it is a bug. Link to comment Share on other sites More sharing options...
Yozuura Posted August 27 Share Posted August 27 Please, DE, is it possible to adjust Maginav Signa a bit more? It has so much potential =( 5 Link to comment Share on other sites More sharing options...
Gullim92 Posted August 27 Share Posted August 27 Very nice, I was just thinking about this change a few days ago so I'm glad to see it arrive sooner than planned. Link to comment Share on other sites More sharing options...
Kehcyj Posted August 27 Share Posted August 27 I don't want to sound picky and all that, but honestly the maginav prime still feels off. i guess it's alright on sevagoth prime, but on pretty much any other warframe it's either too high, too far back or both, even on the highest offset; just floating behing your head imo the change is barely visible and pretty much all problems i had with it before still stand and it's especially frustrating considering it was supposed to be like a hat-thingy and ultimately the previous signas that are halo-like, do a better job resting on a warframe's head. 4 Link to comment Share on other sites More sharing options...
C486 Posted August 27 Share Posted August 27 2 hours ago, [DE]Megan said: Lowering the security level is now based on kills dealt by players that are within the marked zone, instead of the enemies killed within the marked zone. Players often shared the experience of squadmates killing enemies that are outside of the marked zone. As a way to address this common occurrence, kills now count as long as players are within the zone (even if the enemy dies outside of it). Dude... that is fire. Shame AOE will make this a routine grind, but love the QOL. Link to comment Share on other sites More sharing options...
killerKronos23 Posted August 27 Share Posted August 27 Link to comment Share on other sites More sharing options...
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