25 days ago - [DE]Pablo - Direct link

We botched the LoS change to Dante yesterday, I apologize for shipping it in that state. We will be making changes later today to improve it, details ahead.

One silver lining that came from this mistake is that we have decided we will revisit older LoS checks to use this improved version in a future update.

Old LoS check:
We do a raycast, basically draw a line from you to the enemies center and if nothing interrupts the line along the way they are considered on sight. Raycasts ignore other enemies.
Additionally we had a bug that prevented it from working on ragdolled enemies, so if they were pulled by vortex or whatever they were totally invisible to the ability.

The main problem with this approach(aside from the huge ragdoll bug) is that a single raycast can easily trigger as false if for example there is a small railing between you and the enemy. Abilities like Radial Blind, Vast Untime and Rotorswell for example use this same logic right now. 

New LoS check:
First if the enemy is within 5 meters we don't do LoS at all, we just assume they are visible. Then checks if the enemy is being rendered, which works for any enemies on screen, so if you see even their pinky toe, they are considered visible. Then for enemies behind you instead of one raycast it does three, one to the top, another to the center and finally to the feet and if any of them are successful, then we determine it is visible, this means false blocks are much less likely.

Again, this should've never happened, but we will try to make the best of it, and hopefully the overall game will end up better for it.

25 days ago - /u/DE-Ruu - Direct link

We botched the LoS change to Dante yesterday and apologize for shipping it in that state. We will be making changes later today to improve it, details ahead.

One silver lining that came from this mistake is that we have decided we will revisit older LoS checks to use this improved version in a future update.

Old LoS check:
We do a raycast, basically draw a line from you to the enemies center and if nothing interrupts the line along the way they are considered on sight. Raycasts ignore other enemies.
Additionally we had a bug that prevented it from working on ragdolled enemies, so if they were pulled by vortex or whatever they were totally invisible to the ability.

The main problem with this approach(aside from the huge ragdoll bug) is that a single raycast can easily trigger as false if for example there is a small railing between you and the enemy. Abilities like Radial Blind, Vast Untime and Rotorswell for example use this same logic right now. 

New LoS check:
First if the enemy is within 5 meters we don't do LoS at all, we just assume they are visible. Then checks if the enemy is being rendered, which works for any enemies on screen, so if you see even their pinky toe, they are considered visible. Then for enemies behind you instead of one raycast it does three, one to the top, another to the center and finally to the feet and if any of them are successful, then we determine it is visible, this means false blocks are much less likely.

Again, this should've never happened, but we will try to make the best of it, and hopefully the overall game will end up better for it.

External link →
25 days ago - [DE]Danielle - Direct link

The LoS changes Pablo mentioned in the OP launched today! So we're closing this thread to direct everyone to the latest updates: 

  • Deployed Hotfix today to improve Tragedy's Line of Sight checks (full details in patchnotes
  • Shared our plans for a hotfix next week that will address the following (full details here):
    • Adding back and formalizing the Status Damage Vulnerability to Dante's "Pageflight". In other words not just making enemies take more Status procs, but also increasing the damage of their Status
    • Improving the co-op play between Warframes that give their teammates Overguard and Warframes that rely on taking damage.

In an effort to centralize feedback, you can continue to share your thoughts in the dedicated Dante Feedback Subforum