CrazyCatLad Posted November 11, 2014 Share Posted November 11, 2014 No Use and Reload bug fix? Pressing X will usually reload as well :( (default hotkeys) Link to comment Share on other sites More sharing options...
Dante_Hayashi Posted November 11, 2014 Share Posted November 11, 2014 (edited) Nerf Viver please, it ruins my game that I farm it every day:( viver make the game's match making better.otherwise will wait hours to begin on some other node. too much node,not so much player.not counting failed session,connection problem. clan wont help.who care you want farm anywhere you want.you must do it alone. Edited November 11, 2014 by Dante_Hayashi Link to comment Share on other sites More sharing options...
3xStanh Posted November 11, 2014 Share Posted November 11, 2014 Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old. Oh yeah, "performance" . lol. *wink wink* nudge, nudge*, say no more! Link to comment Share on other sites More sharing options...
UndeadGhostWarrior Posted November 11, 2014 Share Posted November 11, 2014 only 50 mods in a session is a bit extreme , maybe 100? Link to comment Share on other sites More sharing options...
Mitsara Posted November 11, 2014 Share Posted November 11, 2014 I think a cap of 50 mods is way too low for survival/interception/def. 100-150 sound a little more fair but that may not have the performance impact some people wanted. I forsee a lot of pugs dieing in def/surv/etc to " I gotta go loot those mods before they despawn!" At the very least can we get a priority order for mod space on map so fusion cores and rare mods stay compared to ammo drums, etc? I might be asking too much lol Link to comment Share on other sites More sharing options...
Riccoshot Posted November 11, 2014 Share Posted November 11, 2014 Changes Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old. I doubt that it was the only way to fix it. Link to comment Share on other sites More sharing options...
Sannidor Posted November 11, 2014 Share Posted November 11, 2014 Will overhead air attack for Jat Kittag return? It's three hotfixes since it's gone. Fixed size scaling issues on Melee Attachments.The moment I started to really enjoy these. Now I want a scale slider in options -__- Link to comment Share on other sites More sharing options...
Tatersail Posted November 11, 2014 Share Posted November 11, 2014 yea.. 50 mods can now exist simultaneously before new mods will replace the old. so basically a massive nerf to item pickups... Link to comment Share on other sites More sharing options...
Rezo0 Posted November 11, 2014 Share Posted November 11, 2014 So mods was lowering the performance on some PC's? is that what you are saying?.. Nice excuse to nerf Viver :P Now we gotta loot every 10%. Link to comment Share on other sites More sharing options...
Kripnex Posted November 11, 2014 Share Posted November 11, 2014 (edited) Only 50 mods? I hope that uncommon and rare mods will replace common ones, otherwise this sucks... D: Edited November 11, 2014 by Hakitojin Link to comment Share on other sites More sharing options...
democrator Posted November 11, 2014 Share Posted November 11, 2014 cmon , only 50 mods? thats nothing ! It would be nice if they can filter and remove. What I mean is rare mods are last to go. If there is a new common, it won't replace an old uncommon or rare mod Link to comment Share on other sites More sharing options...
Sea_Wall Posted November 11, 2014 Share Posted November 11, 2014 The 50 mod cap is a nerf to Viver mainly. Link to comment Share on other sites More sharing options...
TennoSimons Posted November 11, 2014 Share Posted November 11, 2014 (edited) Keep on keeping on! Sidenote, could someone explaint hat 50 mods thing? Not bright enough to understand it I presume that in addition to improving performance, this is an attempt to limit the Viver exploit - (at least it would limit the mods, though i suspect further nerfs are coming to limit the mobs (and therefore the utility for reputation farming)). For those who didn't know: the Viver exploid would result in hundreds of mods being scattered throughout the map as thousands of mobs would be killed as they spawn. Now, if the Viver exploit still works, it will at least no longer be a source for ridonculous numbers of easy mods. *EDIT* Ninja'd, many times over. Edited November 11, 2014 by TennoSimons Link to comment Share on other sites More sharing options...
Neah Posted November 11, 2014 Share Posted November 11, 2014 So.... no fix on Capture Targets not appearing in Capture missions yet? Link to comment Share on other sites More sharing options...
StarScribe Posted November 11, 2014 Share Posted November 11, 2014 (edited) The worst thing of all is, thats like silliest reason ever to cap mods. And not only on viver, all missions wide. Ridicilous. As if there is no better way to optimize dropped items than prevent them from remaining in the first place. All they could have done is make them group into a single object out of a group that contains all the data about what mods are contained within it to optimize performance relating to that. Not to mention that even then, the mods werent the cause of the stability issues, the broken particle rendering was. Becase I noticed on missions like viver, particles keep building up causing massive fps drops, and do not dissapear untill a player looks directly at them. Edited November 11, 2014 by StarScribe Link to comment Share on other sites More sharing options...
viper6332 Posted November 11, 2014 Share Posted November 11, 2014 Thank you DE Link to comment Share on other sites More sharing options...
H3dsh0t Posted November 11, 2014 Share Posted November 11, 2014 (edited) "Fixed Resource drop chance boosters having no effect in game. We are currently generating a script to refund all purchases, stand by, this may take a while." How far does that go back? Because its been suspected that they've done nothing for some time. Also that mods thing, thats a bit dumb, what you should have said is that you were nerfing afk farming because now you have to go and pick the mods up regularly. It also feels like a giant step backwards especially if commons override the rares/uncommons. Edited November 11, 2014 by H3dsh0t Link to comment Share on other sites More sharing options...
Tr1ples1xer Posted November 11, 2014 Share Posted November 11, 2014 Fix the aimbotting grineer please, 100 accuracy hit scan weapons is a pain in the ... Link to comment Share on other sites More sharing options...
Pendragon1951 Posted November 11, 2014 Share Posted November 11, 2014 Question when you say fixed "resource drop chance boosters having no effect in game" are you talking about affinity boosters as well? Link to comment Share on other sites More sharing options...
Rapxtor Posted November 11, 2014 Share Posted November 11, 2014 Thanks for the fix,I can remove 2 things from this log, the first one is that DE is fine with the strucure of Syndicates and se no problem in the amount of rep people gain at Viver using a badly implemented spawn and so this subject end now on my part bc if the Dev doesnt see a issue who am I to say otherise.The second is that they changed but didnt bothered to put in the logs maybe to dont create anymore buzz around the subject, in any case, i think its time to move on. Link to comment Share on other sites More sharing options...
SunalJaswal Posted November 11, 2014 Share Posted November 11, 2014 Changes Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old. What? Are u kidding me!? Link to comment Share on other sites More sharing options...
Enderz_Nooby Posted November 11, 2014 Share Posted November 11, 2014 thanks DE Link to comment Share on other sites More sharing options...
Nominiat Posted November 11, 2014 Share Posted November 11, 2014 Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old. Thank you for this gigantic "F*** you" to your entire player base because of your inability to properly optimize and balance your game. You clearly understood that this was a line that should not be crossed when you first put a limit on the number of ammo and orb drops, but now you decide "some people were exploiting our lazily designed game mode built on re-used assets which were meant for different purposes and it was making toasters lag, so now everyone throughout Warframe will start losing mods on every Defense, Survival, Excavation, and Interception mods because real solutions are too much work." Link to comment Share on other sites More sharing options...
Djangofett Posted November 11, 2014 Share Posted November 11, 2014 Dang, now I can't farm mods in Viver, thanks!! Thank you for this gigantic "F*** you" to your entire player base because of your inability to properly optimize and balance your game. You clearly understood that this was a line that should not be crossed when you first put a limit on the number of ammo and orb drops, but now you decide "some people were exploiting our lazily designed game mode built on re-used assets which were meant for different purposes and it was making toasters lag, so now everyone throughout Warframe will start losing mods on every Defense, Survival, Excavation, and Interception mods because real solutions are too much work." As much as we hate it, lets not be rude about it. Link to comment Share on other sites More sharing options...
KK_Fung Posted November 11, 2014 Share Posted November 11, 2014 Thx a lot~~~~!! Link to comment Share on other sites More sharing options...
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