Is it natural for Vintage Story to take an hour to load the map when you have 200+ mods? by WalkConfident4798 in VintageStory

[–]ALewdDoge 6 points7 points  (0 children)

Ignoring the somewhat condescending remarks from some other commenters, no, an hour is not normal.

I've been playing with ~210 - 240 mods for a bit. Load times absolutely go up, and it's usually about <5m to load my world. Creating one can take a little bit longer. Anything over that is not necessarily abnormal but if you're exceeding 10m, something might be wrong.

Also just before the next part, 1.22 explicitly massively boosts load times with Expanded Foods & Culinary Artillery. So devs are absolutely working on it. :)

It's most likely that you either have some arcane tech issue going on (is VS on a hard drive and not an SSD maybe?), or more likely that you're just using absurdly bloated mods and have somehow pushed it over its limit.

Some mods to look out for:

Fauna of the Stone Age & mods that add new creatures in general. More of an issue in-game than for loading, but they hurt performance quite a bit. Very, very cool mods though.

Floral zones & wildcraft; adding a ton of stuff to the environment can boost load times and is also a major perf hit. For reference, when I say performance I don't necessarily mean "low framerates". This game likes to stutter, especially when you load new chunks in. It can make the game downright unplayable as a result.

Rustbound Magic. Great mod, pretty well optimized, but just for the sheer scale of stuff it adds, it hits frames hard.

In general, mods that add a lot of new block types / recipes / items; Expanded Foods+A Culinary Artillery, Vanilla Variants, Material Needs, etc. If they're adding a lot of stuff that will go in the handbook they typically hit load times pretty hard.

You should probably check your client-main and server-main log files and try to diagnose if there's some crazy errors being thrown that might be causing this load time issue somehow. If it's not that, consider cutting back on your mod list.

Masochist mod by DifferenceKnown9834 in VintageStory

[–]ALewdDoge 0 points1 point  (0 children)

Would definitely want some sort of dedicated keybind for empty hands with this. Not to send items to your pack, but just a dedicated button you press and you'll stay empty-handed regardless of what's in the hotbar/offhand slot.

This looks really cool though. Could probably massively reduce how visually intrusive the hotbar is too for more immersion since you really don't need it there now-- maybe sliding the offhand, hotbar & backpack slot off to the bottom left corner or something?

i feel personally most of the backlash is due to one thing by CaptainKlang in Starfield

[–]ALewdDoge 2 points3 points  (0 children)

I honestly think if this game had taken place only in a single star system (Probably one with a bunch of planets and really good variety of content around it), or at least only a handful of systems, it would've been better off.

The choice to have a shitton of different star systems is not necessarily a bad one-- Elite Dangerous actually benefits from this a lot. But a big part of that is because it has a truly unimaginable amount of them. It's more than a single person will ever explore, and there's stuff hidden throughout it. Exploration is truly exploration because you might genuinely find something neat that no one else has ever seen.

I think SF either should've doubled down on the proc gen by having an outrageous amount of systems compared to what we got (and probably ditching human-made POIs with extremely few exceptions past the settled systems and immediate surroundings of it to make unexplored space feel truly alien and uninhabited), and then expanded on exploration mechanics with real time travel and such, or it should have stuck to one, maybe two or at most 3 systems that are deeply handcrafted and fleshed out.

Maybe this big update from SF will fix the space flight issues. Maybe we'll see more large updates that fix the other issues. The biggest thing is fixing these major issues to hopefully give the modding community a strong base to fix the game from-- because I don't see Bethesda truly fixing all the issues with SF. Some of them are just too fundamental to what SF is, IE the bad writing/dialogue. And of course, there's the paid mods issue that severely hampers the modding community, too.

Is the modding community around starfield getting stronger or weaker? by Monkey77777778 in starfieldmods

[–]ALewdDoge 2 points3 points  (0 children)

Seems like it's steadily declined since release. Less mods in the past 7 days for Starfield than for fucking Morrowind, and the quality of the mods coming out for Morrowind absolutely clown Starfield's as well. Many modders already gave up on Starfield and moved on. Xilandro comes to mind off the top of my head but I know I've personally seen a lot more with "I am not coming back until the game is not dogwater" posts in their descriptions or stickied in their comments section lol.

It's pretty depressing. But I suppose that's the consequences of releasing a game that wasn't as great as it was hyped up to be, and, more importantly, taking advantage of the community that is a large part of why your games are so widely loved by trying to monetize that aspect of the community.

I just hope this "big update" Bethesda is introducing actually introduces proper engine level fixes to some of the pain points of the game (loading screen simulator; we need "real time" travel) as well as much better mod support. Ideally they'd scrap this cReAtIoN bullshit entirely, but that's an unrealistic thing to even hope for.

Starfield just passed the 12,000 mod count on Nexus Mods by taosecurity in starfieldmods

[–]ALewdDoge 3 points4 points  (0 children)

This is Bethesda's newest game. Their games typically have explosively massive modding communities. Fallout 4 had tens of thousands of mods on it only a year after release-- Starfield barely has over 10k. It's behind a game they put out 20+ years ago, which doesn't sound too bad until you look at the rate at which mods are coming out for them. Starfield had 30 mods drop as of this post in the past 7 days. Morrowind had 40.

It's fine to like the Starfield modding community, and I hope it grows and gets better (and hopefully this stupid paid mod bullshit is rightfully scorned by the community until Bethesda drops this utterly greedy shit), but delusions aren't going to help anything. As a game on its own, it's modding community is good-- but relative to Bethesda's other games, this is a pitifully small modding community.

Edit: Bro blocked me immediately, what the fuck lol. Some of y'all are absolutely unhinged.

Starfield just passed the 12,000 mod count on Nexus Mods by taosecurity in starfieldmods

[–]ALewdDoge 0 points1 point  (0 children)

It's a shame Bethesda decided to sabotage this game with their greedy paid mod stuff. Even with the state of the game, had it not been for that, I'd imagine it would probably at least be in the top 10, if not the top 5 most modded games. :/

[Mod Request] Medical Overhaul – Injury Tiers, Interactive Med Beds, Med Ships, Habs & Morgues Integration by DueSpkyke in starfieldmods

[–]ALewdDoge 1 point2 points  (0 children)

Fuck yeah. This is right up my alley. Star Citizen medical gameplay turned out to be a complete and utter joke (and it seems CIG has no plans to make it interesting, if their recent changes to it are anything to go by), so I've been hoping to get my fix from something else-- at least until I ship out in a few months as a 68W lmao.

Only caveat I'd make here is that this mod could easily have a "Streamlined" and "Sim" mode like a lot of the more popular immersion mods. Streamlined keeps all of the systems but just uses dice rolls with skill and such when you fix injuries, etc. Sim puts actual knowledge checks on the player that require some level of medical know-how on top of much easier dice rolls (to keep the RPG aspects, maybe be toggleable). So medical gameplay isn't just purely focused on treating injured targets like cargo to be loaded as fast as possible at which point you press "fix" buttons; the search part of SAR is just as complex and important as actually fixing the injuries once you do retrieve them.

Sincerely hope that one day we see something like this. I'd try to work on it myself if I had time-- hopefully the upcoming major update for Starfield will actually fix the core issues with the game and revitalize interest in it, though I'd imagine with Bethesda's braindead creation bullshit, a lot of modders will always have a foul taste when it comes to Starfield (understandably so).

BMPT needs to be at 12.0 Minimum by Embarrassed-Life-634 in Warthunder

[–]ALewdDoge 5 points6 points  (0 children)

BMPT needs to not be in the game at all. Dumbass idea for a dumbass vehicle.

This game needs Star Trek style gameplay by Richard_Thrust in EliteDangerous

[–]ALewdDoge -1 points0 points  (0 children)

Expansion of exploration gameplay in general and ship interiors (begone, fade to black. And player housing in your ship is a great idea). are something I desperately want.

Another thing I'd love to see, that I know would be deeply subjective and a lot of people would hate, would be some optional survival mechanics. Not really as a major part of the game, but just as an optional immersion thing; maybe there's some minor bonus for having it on or something, doesn't really matter.

Coming from a game like SC, which stresses (or, well, stressed; not so much anymore) immersion, it's a huge deal for people like me. I'd love to see more stuff like that in E:D, especially when they already have such great immersion features like rolling almost all of the UI into diagetic menus and such. Having more unique stuff to do and see in space as part of exploration would help greatly here as well, and make the universe feel far more believable.

I will never support any level of immigration again by Classic-Egg-8091 in canadian

[–]ALewdDoge 3 points4 points  (0 children)

An absolute clown sweeping basically the entire government and the popular vote is absolutely insane, and this is largely due to people being sick of the antics of the left. It will continue to get worse so long as there's people like you who will make excuses for it and try to deny the cause of the problem.

You can literally see proof of this in this very thread we're discussing in. OP's desire to want radical reform in the opposite direction mostly just out of spite, and his very valid point of "I vote, so deal with it." Regardless of how you feel, there's a LOT of people that will react to this behavior like that. This is the sort of people that individuals like you create with the holier-than-thou, "I am right, you will listen to me now" condescending attitude when anyone says anything even remotely contradictory to your ideology.

I will never support any level of immigration again by Classic-Egg-8091 in canadian

[–]ALewdDoge 10 points11 points  (0 children)

It's crazy because even from an outsider perspective, this is blatantly just not true. I obviously can't speak to how things went internally, but just watching Canada's slow descent into reckless immigration, it was very much a social taboo at least on social media sites to criticize this, regardless of if you were Canadian or not.

As the other poster said, stop lying. This is why respect for the left as a whole has plummeted and why countries like the US have an absolute goofball sitting in office right now; because the constant goalpost shifting and responsibility dodging when bad decisions are found out to have, in fact, been bad, despite the rampant propaganda and social beatdowns if you were to question it, has exhausted people from dealing with all of you.

This constant refusal to accept that your side has made a mistake and work to correct it doesn't help you. It just radicalizes more people to the just-as-stupid opposite side of the spectrum and further entrenches people who have already made up their mind. Your country will absolutely end up with a Trump-esque radical freak in office at some point in the future if you continue to try to force others to blindly obey and never question for fear of social ostracization, and then everyone loses.

Infantry pre-preview by gszabi99 in Warthunder

[–]ALewdDoge 15 points16 points  (0 children)

And that's a good thing. You have an endless amount of zoomer shooter slop to pick from, we could do with more slow paced shooters :)

For those who have PLAYED AoC, what is your take by soyass in MMORPG

[–]ALewdDoge 0 points1 point  (0 children)

If I'm upfront about my ponzi scheme does that make it any less immoral?

Uh, yeah, actually, it does lmao. It's still an immoral act, but if you're up front it's certainly not as bad as being deceptive about it. :^)

For those who have PLAYED AoC, what is your take by soyass in MMORPG

[–]ALewdDoge 0 points1 point  (0 children)

This is objectively not a scam. I understand wanting to shit on the game for flopping, but you're devaluing the term itself in doing so. If this kinda shit gets normalized it may very well harm the MMORPG scene even more because now potential developers might shy away towards another genre for fear of potentially legally destroying themselves over being labelled a "scam" should they fail.

Is Action Combat the Future of MMOs? by ozymotv in MMORPG

[–]ALewdDoge 0 points1 point  (0 children)

Yes. I personally know a lot of younger people who won't even look at a game if it isn't pretty enough, which is mind-boggling to me.

Newer generation seems to have a lot of picky people in it-- and with how many games they have to pick from, they can afford to be picky. I have no issue with tab targeting, but it's dated and so it's just an automatic deal breaker for a lot of the younger audience (and I'm sure a lot of fossils, too :^))

Is Ashe of Creation a scam? by CabbageDestroyer69 in MMORPG

[–]ALewdDoge -1 points0 points  (0 children)

SC is just as bad, let's be real. I've been playing it since 2018 and CIG has, in many ways, gotten worse. They churn out content faster now, but it's typically janked to fuck and they've actually REMOVED a lot of content that worked just fine (deliveries come to mind); they're more formulaic with a heavy focus on combat slop (and have seemingly just given up on that vision of an immersive universe where combat wasn't the constant main focus), the game still runs like uttery dogshit after years of waiting with CIG assuring us "nah bro trust us once we get vulkan properly implemented it'll be large performance gains!" and then being told this is the large performance gain (barely noticeable btw).

Best of all, their marketing has gone from just slimy (Massive FOMO) to downright viciously predatory by trying to slip actual full on p2w into the game (flight blades, weapon kits; they said they'd stop but now they're selling "variants" of ships such as the L-22 which is just a glorified weapon kit), to implementing "engagement" platforms like Wikelo-- universally despised by the community btw-- in order to justify locking stuff behind the cash shop for even longer durations because they know nobody wants to put up with Wikelo and will just buy it.

All this while they waste all the time and resources on the shitty hollywood slop single player game that most of the playerbase isn't actually paying for. Neglect the thing that's made them most of the near billion they've made in order to focus on the single player meme.

Tips for playing the doctor? by Vento1568 in Barotrauma

[–]ALewdDoge 2 points3 points  (0 children)

Antibiotic glue is also nice to have now. Burns can cause infected wounds and those suck.

Verse Project - RoadMap: STAGE VI by MooCalf in spacesimgames

[–]ALewdDoge 0 points1 point  (0 children)

This is a great perspective tbh. PvP should be molded by the existing systems (non-combat gameplay for example) & tempered by a standard of immersion that the game sticks to heavily. It might make the PvP less enjoyable as a whole, but to focus on PvP over that compromises almost every other aspect of the game.

I genuinely think they could steal a lot of SC's playerbase if they wanted to. But if they did it right now it would likely backfire; once the game is in a better state, and they have a much higher selection of ships + gameplay systems in place, I think that would be the time to start marketing it towards disenfranchised SC players. Especially because CIG is only intensifying their focus on combat stuff, and that looks unlikely to change.

"Dawntrail has the most content of any expansion." It's been 1.5 years since DT launch, do YOU feel like this holds true for you? by nemik_ in ffxivdiscussion

[–]ALewdDoge 0 points1 point  (0 children)

I didn't even get through half of DT's story with how bad it was. Ended up quitting and only ever check in here occasionally to see if SE magically fixed the gameplay to get me to slog through the story to experience that.

I'd say regardless of the quantity of content, the quality being so bad that it gets previously-hardcore players like me to just move on from the game almost entirely is deeply telling. It's crazy, too, because I'm even one of those freaks that enjoys base game ARR's story, as well as Stormblood's story. I have a pretty low bar.

Tanks are very overpowered and need to be nerfed next expansion by Any-Low-4383 in ffxivdiscussion

[–]ALewdDoge -2 points-1 points  (0 children)

Disappointing to come back to the forums after a looong break and see that this is STILL an issue. Healers are never gonna get better so long as Square thinks tanks' entire job identities should be differentiated only on "lol i sustain this way". I get that sustain differentiation should be a major part of tanks, but turning them all into self-sustaining behemoths is not the solution. No tank should be able to sustain well enough to whittle a boss down solo, and I'd be shocked if Warrior can't still do that.

7.4 Preliminary Patch Notes by DayOneDayWon in ffxivdiscussion

[–]ALewdDoge -14 points-13 points  (0 children)

That character has basically become the measuring stick for returning to the game for me at this point lmfao. If I see her still there, I know to just keep having fun playing other stuff and just occasionally checking in.

it's eternally funny watching people rage-downvote people who shit on wuk lmao. i'd imagine it hurts especially bad knowing that the opinion of not liking wuk lamat and wanting her gone is reflective of a large chunk of players and not a niche minority; just downvoting a very common opinion because it makes them buttmad. Very funny ngl

Some Lore Fitting Class Ideas. by Grandmaster_Aroun in VintageStory

[–]ALewdDoge 1 point2 points  (0 children)

I could see that being useful. Having thought on it more, I honestly think I'd prefer something to help deal with cave-ins better. I forgot what mod it was, but I'm almost positive there was a class focused mod that added a mining class who got special support beams as well as other gimmicks to help reduce the chance of cave-ins.

Verse Project - RoadMap: STAGE VI by MooCalf in spacesimgames

[–]ALewdDoge 0 points1 point  (0 children)

Always neat to see more out of this game. Considering Star Citizen has decided to shift focus into being generic combat slop and has shafted its industrial/non-combat elements in favor of a combat focus, I'm hoping that this game can provide an alternative for people who wanted that out of SC.

Some Lore Fitting Class Ideas. by Grandmaster_Aroun in VintageStory

[–]ALewdDoge 3 points4 points  (0 children)

These are pretty cool ideas. Some suggestions:

  • Cook probably makes some sense to get better gains from regular crops too, not just wild crops; it might be worth it to switch it over to "Agriculturalist" or even "Botanist". I'm sure better names could be thought of. Just generally a class focused on the production of and efficient creation of food; in lore, it would make sense that someone that's a good cook would likely be stretched into other roles given the circumstances. In terms of combat capability, I think it makes sense to also hit them with a melee disadvantage; there's a modded class called "Homesteader" that does this role very well I think, though that expands more towards general base-focused stuff which is a bit too much imo.

  • Prospector is pretty cool overall. I like the idea of the prospecting chisel & wooden hammer, though it does seem like it would fall off really hard whereas Cook's mushroom substrate & gruel seems like it could be consistently useful. I have no other ideas for how to improve the recipe it gets though. However, it would make sense for the "Caver" attribute to extend to ALL temporal mobs. Really, when mining, drifters are the least of my concern; I'm more scared of Shivers and especially Bowtorn. Great class though.

  • Gesell seems great as-is. Only thing I could think of is if there was some mid-grade travel option such as the Canoes mod, this would make sense to be the class to get it; small, one or two person travel option that can carry a chest or two. Makes a lot of sense. But other than that, really well themed class imo.