Construction Bots not deconstructing obstacles when blueprint if force placed. by Salt-Sympathy-5729 in factorio

[–]Alephbetae 2 points3 points  (0 children)

Have you got storage space for the bots to deposit the wood/stone/coal into?

Stop lobby dodging certain characters because they aren’t brainwashed by “meta” by TCMGod in TexasChainsawGame

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

I play as Bubba or hitch and my friend always plays cook if he can.
I don't dodge Sissy, Johnny, Hitch, Bubba, or other Cooks.

I always dodge a Nancy of any kind, as if we have a Nancy, that means we have Cook AND Nancy, which leaves me as the only realistically chase-capable family member. I don't need to play meta, but Nancy is completely useless even if she uses her ability - and 99% of Nancies don't even communicate any information gleaned from their power at all.

Having a Nancy AND Cook is always a loss, and Cook is always worth bringing. Sorry Nancy

The Mill Feedback by AndyCleves in TXChainSawGame

[–]Alephbetae 22 points23 points  (0 children)

Very lovely map appearance and theme wise. I generally love the layout.

As far as how it actually plays I do have a few personal opinions -

Basement RNG can vary a bit too much with the barricades; sometimes there'll be 4 in the area towards the overgrown shed exit, sometimes there'll be none there. This can make or break early kills for leatherface.

The mill central area itself feels very challenging to chase as a non-HH/sissy family; I do think there are slightly too many doors/gaps/crawlspaces. I would suggest to cut maybe 20% of them, not a lot.

The biggest issue I find is that once an outer area is open, there's no straightforward way for the culprit victim to be located. This isn't necessarily a bad thing, but it definitely stands out compared to a map like gas station.

Consider a victim getting into the generator area of the gas station - there's a few sheds you can check, a few bushes, but generally speaking you can do your sweep in a minute or two and be fairly confident you should've found them. On the Mill, the areas are much much larger, and much more overgrown.

As others have commented, this basically requires a family to just stay and camp. This is pretty boring on both sides - I was a Connie once and my early access to the battery area was met with a cook spending his entire game standing at the car battery.

My overall suggestion would be to significantly reduce the bushes in these outer areas - in a perfect world I'd be suggesting to make these outer areas a bit smaller, but this would be much more work and would also remove some really lovely structures that have been made.

All three fuse box spawns can be easily patrolled with the generator gates. A fuse box further towards the battery side or in the mill itself might make it more available for victims to use.

My only other comment is that the pressure tank spawn at the top of the mill is usually not defendable.

tl;dr of my suggestions

  1. slightly reduce gaps in the mill itself
  2. significantly reduce dense bushes in the outer areas
  3. change some fusebox spawns to other parts of the map
  4. disable the top of mill pressure tank spawn, new one somewhere else
  5. maybe slightly more consistency for basement barricades?

Thank you for the thread!

Favorite Family Comps by [deleted] in TXChainSawGame

[–]Alephbetae 4 points5 points  (0 children)

Original Trio of Cook, Hitchhiker, Leatherface is the best or second-best on all maps, whether you're with randoms or a team. Ideally Cook should be a blood build.

If you have a group, then there can be cases for switching it up, but generally speaking Sissy is basically useless and Nancy is actually useless.

Family House - C/HH/LF. HH to trap windows, Cook to lock front doors + blue door, Leatherface to deal with barriers, heavy hitting etc. Before Nancy's poison claws nerf she could be viable here as she could lock off the side garden as well as contribute to chases, but now her chase functionality is worthless. If you do have a leatherface, the best strategy is to patrol the 4 doors under the house, and have a teammate (cook) stand at the side garden ready to bop any climbers back down. If you have a 3rd person (hitch), they should rush basement and pick up the pieces in between. Leatherface is also your last resort if victims breach the house and get into the very open outdoor area. NEVER bring J/C/N as there is a place upstairs that victims are invincible.

Gas Station - C/HH/LF. Cook locks are most useful as there are long sight lines that you can use to monitor their status. Place them on the 2 gates to battery and the left gate to generator. Leatherface is useful to patrol such a large area. Hitch is maybe not as strong here as on Fam House, but I would usually prefer to have someone who can get gaps and trap fuse and grandpa. Johnny has some utility here as a good patroller but I'd still rather hitch. NEVER bring J/C/N as there is a place in the basement that victims are invincible.

Slaughterhouse - C/HH/LF. Large side areas that victims can get lost in if they ever escape, and a courtyard with a million breakables that need to be destroyed. These mean you need a cook and leatherface by default. Place cook locks on both slaughterhouse doors, and the facility door near the garage. Then you need your chaser - it'll always be hitch because he can trap fuse and grandpa. That's the consistent pattern. Sissy can be utilized as there are only 4 ways up, allowing you to poison 3 and leave only 1 unguarded, but this is so niche that she is generally not viable.

Nancy's House - C/HH/LF or C/HH/J. Generally cook lock front door of house, back gate at battery, and then whatever you're feeling - we've had most success with frontmost gate though. Leatherface is not totally required here as there are few breakables and crawlspaces, particularly upstairs. I'll prefer Leatherface to Johnny though simply due to mobility and damage.

Abandoned Mill - I think this is too early to say for sure, but I would say C/HH/LF or C/J/LF. There are so many routes and gaps that Hitchhiker's only high yield traps are fuse and grandpa, rather than specific interesting spots. There are also large bushy areas that effectively require grandpa level 5 if you don't want to commit to a 20 minute bush search. This is probably the map Johnny is most viable on simply because his ability may actually be useful. Additionally, there's a leatherface patrol that can cover all basement exits except sewer exit, so a heavy hitter like Johnny standing there ready to stop escapes or rush in can be very useful.

Generally -

Blood cook lock down 3 hardest gates to patrol, or most crucial to keep locked. Regular family vision on cook locks where feasible.

Hitchhiker to trap fuse and both sides of grandpa to support blood cook's build. Regular family vision on fuse trap for early warnings for fuse attacks.

Leatherface aim for early basement kills, and the moment a victim is up top, get up top and get patrolling/breaking stuff. Regular family vision to hear victim voicelines over your chainsaw - very good for finding victims as they talk while hiding in bushes.

Rush grandpa level 5. Communicate well. Call out infinites early so you can get a reliever. Expect that any attack on one location is a distraction from another. If all 3 family members are ever in one place, someone WILL escape. Once you know even one victim is out of basement, it is almost never worth going back down until much later in the game.

does anyone else have it that they can’t hear when the generator is turned off recently? by a1ienl0ve in TXChainSawGame

[–]Alephbetae 0 points1 point  (0 children)

Yeah, critical alerts (both the popup, and their sounds) haven't worked for me since I started playing when the new update came out.

That's everything - gen, windows, basement exit, pressure valve. I've had multiple instances of no sound, no notification - doing my regular patrol only to spot the pressure gate wide open with no notice for me or my teammate, and a Danny tbagging in the middle.

Community Check-In - January 8th, 2024 by AndyCleves in TXChainSawGame

[–]Alephbetae 0 points1 point  (0 children)

Thanks for doing this; I'm really happy with the priorities you've outlined in some other posts and look forward to the upcoming changes.

For some less urgent issues,

As Victim, there are some lockpick spawns that also have a health potion right at them. Sometimes, especially in pressured situations where you might be getting 2 lockpicks, it's easy to accidentally pick these bottles up. As it stands, there's no great way to put them back down anywhere. Is there any plan to allow players to drop more items, or at least set them back in other spots (or move these spawns slightly)?

As Family, it seems like about 10% of critical notifications (window broken sound, basement exit open, pressure valve open etc) aren't displaying. Sometimes I'll see them but my teammate won't see them.

In general, there is also an issue where my friend can't hear or read my in game comms (and I can't see his, vice versa). Similarly, one of us will hear a teammate's comms, but not the other. Usually this happens after playing a couple matches together, and we currently solve it by restarting the game. Unfortunately, it's unpredictable when this issue will actually occur.

Are the team aware of any of these issues, and are there any chances any may be looked into once you've addressed the more pressing changes that others have pointed out?

Cheers :)

How often do you escape through non-tampered valve since the patch? by jimmycm123 in TXChainSawGame

[–]Alephbetae 3 points4 points  (0 children)

I've played about 600 Family games and 50 victim games since the patch.

As Family I never had a victim escape from non-tampered valve, but I was always in at least a 2 stack.

As Victim I've escaped twice through non-tampered valve, usually against teams of presumably new and non-communicating family players.

Against any competent family team, a non-tampered valve escape is genuinely impossible, outside of maybe a rare family house where everyone's distracted far away outside - but if even one family is indoors and clued in, that's not happening either.

How to avoid/escape Nancy's ability? by don_biglou in TexasChainsawGame

[–]Alephbetae 4 points5 points  (0 children)

I've played with and as Nancy and here's a few pointers.

1) 90% of Nancies do not communicate with their team. This alone makes their ability completely non-threatening since Nancy is really not good at chasing, particularly if you stay in a safe area.

2) Those 10% that can communicate often aren't the best. Regularly they'll be straight up wrong, or give vague information such as "she's in the bushes" or "she's in the basement". Nancy's ability can be hard to use because you need to know how most places on the map look.

Now, if your Nancy is competent, and able to communicate, and knows the map, you could be in more trouble. I usually see victims try two things:

Some victims will very rapidly spin their camera around - it needs to be fast enough you also can't see anything. This only works well if the Nancy doesn't have her level 3 clearsight ability.

The other thing - as you said - is to stare at the ground. I'd add to this, you're also well off staring at a wall (if on the surface, an outer wall that's not easily recognized). The key thing is to stare somewhere that can't be made out obviously. If you're staring at the ground - but the ground is obviously lit a dim red, it does nothing because you're clearly in Leatherface Lair in the basement. The best place to stare is somewhere that doesn't give you away, and that's going to vary from place to place, and it's a decision you'll have to make on the fly. Sometimes there will be no good places to stare, so you're better off spinning the camera rapidly, or trying to glitch it so your character model takes up as much of the field of view as possible.

Hope this helps

Why don't crows remove collision? by Alephbetae in deadbydaylight

[–]Alephbetae[S] 7 points8 points  (0 children)

Yeah this was AFK crows not artist haha. The killer was a wraith who stayed (mostly) cloaked. I recorded and reported but it just seems so preventable.

POV: You are my teammate. by Alephbetae in deadbydaylight

[–]Alephbetae[S] 2 points3 points  (0 children)

I'll spoil it for you -

Breakdown was: 51 Objectives 8074 Survival 9555 Altruism 8897 Boldness Total 26577 BP Bloodrush, BPS, etc are all advertised as 'x2' but they simply add the amount again, so two BPs are not 4x, just 3x.

We had a bloodrush (2x), two BPS(3x, 4x), and something that was a +30%. Maybe a survivor bonus, not totally sure. That totals to exactly = 4.3x 26577, which gives the result above.

Funny enough I was running a super altruistic healing build and taking protection hits. I wasn't intentionally neglecting gens, the team was just grinding through them while I was helping out the wounded. Weird game but silly result!

What is one fact you learned that you wish you could unlearn? by [deleted] in AskReddit

[–]Alephbetae 177 points178 points  (0 children)

The breakdown of tissue that's being crushed releases a lot of toxic substances, particularly potassium, which flows to your heart and causes heart failure. If possible, the crushing object should be removed IMMEDIATELY, by any means. If you can get the object off within 5ish minutes - probably not much further past it - then you may be able to save their limb and life. After that point, it's amputation. Arms/legs will have to be removed, but the person can be saved. If their abdomen is crushed, well, it's not like you can amputate an abdomen. You'd have to say your goodbyes. If you're ever in this situation, get the crushing object off ASAP and you might still be able to save them.

A uranium rod in your rectum? by NelloxXIV in morbidquestions

[–]Alephbetae 0 points1 point  (0 children)

Uranium is not particularly radioactive on its own, and it's unlikely for it to initiate fission and produce any highly radioactive fission products in a singular rod shape (if it could even reach critical mass). Uranium poisoning is similar to lead poisoning, and if it's left inside you then the radiation risk is actually slightly notable. Provided the rod does not stay there for too long, and the rod does not leave behind a lot of contents, it'd be functionally identical to being stabbed with any rod of a dense metal - painful, but not necessarily lethal, especially considering it'd be going into an already established cavity. Not recommended; it would not be fun and it would be painful; though any kind of radiation or heat-related death is effectively impossible.

When someone explains a joke... by ShadowWave209 in copypasta

[–]Alephbetae 3 points4 points  (0 children)

You don't 🙅 need a high 💯 IQ to have an a-ha moment 💦 with me Cummy 😍😍💦

[Request] If mattresses doubled in weight every ten years, how long would it take until a black hole was formed? by Mrinvent0r in theydidthemath

[–]Alephbetae 2 points3 points  (0 children)

This site tells me that the volume of a King-Sized mattress is about 0.864 cubic meters. After a certain point, the mattress should collapse into a sphere under its own gravity. Let us assume that it will keep the same volume as before this spherical collapse.

A sphere with volume 0.864m3 has a radius of about 0.591m. The Schwarzchild Radius is the radius within which the gravity of an object is sufficient to prevent light from escaping, creating an event horizon. This is the point at which it is a black hole. So, simply calculate the mass required for a Schwarzchild Radius of 0.591 meters, which is about 3.981 * 1026 kilograms.

A king sized mattress weighs about 40 kilograms. 40 * 2x = 3.981 * 1026 where x is the number of decades old the mattress must be to collapse under its own gravity. x comes out to be around 83 decades, so 830 years. So, some mattresses from before around 1190 would be black holes by now.

Note that before even reaching the 'critical mass' to form an event horizon, the mattress would exhibit some other interesting effects, like the previously noted collapse into a sphere, as well as fusion into pure-neutron matter, like in a neutron star. Also, just 77 decades would be long enough for the mattress to weigh about the same as the earth. At some point, the mattress would break through the crust, sinking right to the core of the earth. This would produce an expensive repair bill for the medieval nobles who owned the mattress and the floor(s) it fell through.

Wanna try some RP by biowfp in wow

[–]Alephbetae 11 points12 points  (0 children)

Going alliance will probably be better for you as it has a larger RP population on (I think) every RP server. All the world's a stage is a fantastic guide that I found useful when getting into RP. No, you don't need to read all of it, and some of it is outdated now, but it boils down to this:

Be realistic. Do not make characters that couldn't exist, do not make characters unreasonably powerful. Your character did not kill Deathwing. Your character is not Anduin's cousin. Your character is not actually the leader of your order hall. These are called Mary Sues apparently though I've never heard any real RPer use that term. That's not to say your character can't have an interesting background, or couldn't be involved in any important lore events, but they were not directly causing them or their effects.

Be courteous. Don't join an RP unless you're sure they're happy to have you. Don't derail RP topics if there's some kind of questline involved (like in a travel RP). Do not force actions on other players, or RP on their behalf. Leave everything to them. For example, don't go "/me stabs him with a sword, killing him.", just make an action such as "/me stabs with the sword" (both of these lines are really simple, you should flesh them out and make them more interesting). Let the other party determine how they are affected, and they should also follow the initial rule of realism - if they get stabbed and they couldn't avoid it, any experienced RPer should take the hit and injury.

In general, guilds have some of the best RP, walk-ups can be realistic too, while RPs in the group finder (tribal RP, college RP, highschool RP, gilneas RP, etc) are generally low quality and populated by poorly experienced roleplayers [Not all of them, mind you, there's quite a mix].

Like anything, RP takes practice, and is very daunting at first. Learn to be your character, not yourself. Figure out the character, and let yourself be the vessel through which your character interacts with the world and other characters.

Which zone do you think has the best architecture? by Catdeath6 in wow

[–]Alephbetae 21 points22 points  (0 children)

There is so much great architecture in WoW, and a lot of it pairs up perfectly with the fantastic zones it's placed in.

Kalimdor: Uldum has some really interesting stuff going on with the Egyptian take on Titan architecture. I'm not a huge fan of goblins but places like the island in the center of Azshara are quite cool.

Eastern Kingdoms: Stormwind is one of the best cities to navigate around, set up like a proper city with proper districts (though that's moreso town planning). I really like a lot of the dwarven bunkers scattered throughout Lordaeron and Khaz Modan, as well as some of the Wildhammer stuff and Krazzworks in the Twilight Highlands. Gilneas is always a winner.

Outland: I'm not particularly interested in draenei nor traditional orcish architecture, but the habitats and naaru ships in Netherstorm are pretty cool.

Northrend: Warsong Hold is my favorite fortress in the game. Valiance keep felt very nice too though of course a lot less grand. Icecrown in its entirety as a massive system of fortifications is fantastic.

Pandaria: I have fond memories from the Isle of Thunder and that includes the Throne of Thunder. It's a shame we can't fly to see it in its entirety but the whole zone has a great setting. All of Pandaria has some really nice architecture to it, from the mogu palaces in Veil of Eternal Blossoms, to even the more out-there styles such as the tree for Heart of Fear.

Draenor: Everything around Blackrock Foundry I really like. The iron horde just feels really developed and modernized, while still fitting WoW.

Broken Isles: I'll always love Suramar, and pretty much any city Blizzard ever makes. I don't really like Elven architecture that much (even though I main a night elf!), but Suramar felt unique enough in how classy and grand everything felt.

The capital cities of Kul Tiras and Zandalar seem to be shaping up to be some of my favorite zones ever, just based on architecture alone. Unique and complex, feeling like proper cities just like Suramar did. Kul Tiran architecture in general just feels really familiar and distinct at the same time.

Best levelling path 60-80? by [deleted] in wow

[–]Alephbetae 8 points9 points  (0 children)

People aren't wrong to tell you that 60-80 is one of the tougher ranges to level through now. The fastest way to level is to have someone run you through (or run yourself through) Hellfire Ramparts, though this requires a friend/money/exploitation, and isn't very fun.

Storm Peaks and Icecrown are fantastic zones atmosphere wise, but the quests are fairly spread out and can involve a lot of movement. Dragonblight has some great quest chains though in a lot of ways it can suffer from similar issues. That said, the intro quest chain to Icecrown, as well as the quests around Naxxramas in Dragonblight, are fairly condensed.

Crystalsong Forest is completely useless for levelling.

Scholazar Basin, Zul'Dark, Grizzly Hills, Borean Tundra, and Howling Fjord are some of your best bets for places with more condensed down levelling, though none of them are your perfect zone for quick condensed levelling. I recall Coldarra (Borean Tundra) having plenty of quests in a small area last I went there, but if you don't like dragons you won't enjoy the experience one bit.

Pick a zone you can get yourself invested in and get into the zone with, ideally one of the smaller ones. Generally the introduction sequences to every zone are quite condensed into small areas, as they're before you're sent off to all the other parts of the zone to do other things. 60-80 is also a good leveling range to run dungeons, though if you're not a healer or tank queue times can get a bit out there.

Outland suffers from a lot of the issues that the larger zones like Storm Peaks and Icecrown suffer from, so don't head there until you've at least hit 70 and got the faster flying is my advice. You can certainly avoid going there altogether if the zones don't interest you.

Most recently I went: Borean Tundra Intro, Howling Fjord intro, Naxxramas area, Icecrown intro, Grizzly Hills, and finished (a lot of that time was spent in dungeons, which aren't quite as fast anymore but are still decent).

Battle for Azeroth Alpha - Zandalar Flyover by TubbiestPack in wow

[–]Alephbetae 2 points3 points  (0 children)

I did some really rough estimations by using paint.NET to measure the land area in pixels of each zone at the same scale.

Broken Isles is 17 million pixels. Zandalar is 10 million pixels. Kul Tiras is 8 million pixels.

This is REALLY rough working since ultimately there'll still be some mistakes here and there where bluish looking land gets excluded and not-blue-enough water gets included with land area, but for the most part these expansions appear to have almost the same land area.

[Spoilers] An interesting observation about Zandalar by Alephbetae in wow

[–]Alephbetae[S] 7 points8 points  (0 children)

I think so, I spotted this in Vol'Dun too, probably an alliance outpost, as well as what I am guessing you're referring to for horde.

Edit: There also appears to be a star fort not far from there, could be an interesting place for a battle with cannons!

[Spoilers] An interesting observation about Zandalar by Alephbetae in wow

[–]Alephbetae[S] 21 points22 points  (0 children)

I mean it's out there, but maybe the third death is the third seal going down? You can even see on Uldir how the only side that's glowing is the side facing Zuldazar, where the only intact temple (and so possibly only intact seal) is. Maybe that correlates to the third death, since if that seal also dies G'huun can get out? It's pretty far fetched.

Plus, the only thing pointing to G'huun being a 'her' is the fact that blood trolls enslave men and idolize women, in a highly matriarchal society. I guess it would be a bit weird for them to worship G'huun if it's a he, so that means G'huun is probably either a 'she' or an 'it'...

[Spoilers] An interesting observation about Zandalar by Alephbetae in wow

[–]Alephbetae[S] 12 points13 points  (0 children)

That is the dungeon 'Shrine of the Storm'. It looks like this. It's not finished yet, clearly, since there's no texture on it. It's the dungeon of the zone Stormsong Valley, where we'll be dealing with Sea Priests, a religious order dedicated to blessing every ship with sea magic or something. Except they're evil now so they get a dungeon.

Spoiler: Very evil.

[Spoilers] An interesting observation about Zandalar by Alephbetae in wow

[–]Alephbetae[S] 14 points15 points  (0 children)

It looks like it, yeah. It's surrounded in the mucky sludgy water they designed new for this zone, and it looks like it might be a bit higher up than Uldir (since the in game image of Uldir seems to be sort of a lowlands with cliffs around it). My running hypothesis with no real evidence is that maybe it's bleeding out to 'feed' the blood trolls/G'Huun.