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Uranus->Neptune Junction Requirements


SpoonyBrad
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I don't know if this should really be in the "General" or "Missions & Levels" subforum, but regardless, after an incredibly aggravating group game, this is getting put somewhere: the "get 3 caches in one sabotage" requirement for the Uranus->Neptune junction is irritating, to put it mildly. The tileset used in the one and only sabotage mission on Uranus is frustratingly hard to navigate (and I'm saying that as someone who played the original Descent back when it came out, although I'm sure someone is still going to tell me "git gud skrub"), and it's very easy to overlook a cache if it's in the middle of an elevator shaft or the like. The match I played in also glitched out badly: by the end, out of 3 players, doors would only open for one of us (no, really: doors that would previously open, and were still lit up all green, would not open). We wound up failing the mission because only one player could get to extraction, and it eventually timed out; the other two players couldn't travel there. I really don't mean to dev bash, so I'm sorry if it's coming across that way (I work in IT, and I've been on the receiving end of more than one bashing, so I know very well how much it sucks), but spending half an hour working to hunt down caches, and then being unable to extract because the game glitched, and consequently losing everything (including the ability to access the junction)? That kinda sucked too.

I really do like Warframe, but also want to see it improve, and there are two simple ways I can see to fix this particular problem. Removing the cache requirement entirely would do it (though that's rather brute force as a solution), but so would altering the way junction requirements work so that even a failed mission counts for purposes of the requirement (a solution which does, admittedly, have its own downsides, but Warframe's netcode is sufficiently glitchy in the face of packet loss, latency, etc., that I'd say it's worth it). Better error handling in the event of bugs like the door problem we encountered would be nice, but that's almost certainly a much more complicated project.

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  • 4 weeks later...

The client experience, and Uranus in general, are unacceptably buggy.  Absolutely true.

My partner and I hit that door bug a few times.  The workaround is that the doors still work, but only for the host, so the player who can open doors has to go back and free the rest of the squad, and escort them through each door.  In our case, the glitched players were also invisible and their map icon was stuck, so that was no picnic.  Thankfully we play together in the same room, so we could use the other's screen to locate them, and we weren't too far apart in the first place.

Another was the vertical water pipe thingy.  That sometimes glitches so your screen is covered by the water effect no matter where you go, which is truly awful.  For that, you have to find the tile boundary, where the water effect just switches on periodically, and then get across it (away) while the water is off, so it gets stuck off rather than on.

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hmm that's really interesting. That -> the door glitch

that used to be a major widespread problem back in the day pre U13 or so updates.  I thought they got that all fixed cause I haven't seen that in years. 2 at least.  be sure to send in a support ticket and a dioxag file to support cause then they can fix and patch any outliers of the bug if it's sticking around

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