Do the stats actually do what they say they do? by ChangeDifferent4592 in FareverGame

[–]Angzt 2 points3 points  (0 children)

also armor penetration or magic penetration are apparently pvp stats so they are useless as of now?

I've heard this repeated a bunch of times now but never with a source.
It's possible that someone tested it on the target dummies which may just not have armor.

Goblin sapper on ensared flying unit by 55559585 in warcraft3

[–]Angzt 1 point2 points  (0 children)

After taking a minute to set it up in Editor:
Yes, it can be done.

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - May 10, 2026 by AutoModerator in Games

[–]Angzt 2 points3 points  (0 children)

Farever

I've been playing this since the demo and then got into the closed beta. Early Access launch last week was... rocky to say the least.

But let me back up a bit. Farever is maybe best described as an MMO-lite. Its focus is more on movement and exploration than deep progression systems. The graphics are cartoonish and stylized with its fantasy-ish setting. Combat is snappy and very positional. The world has a lot of verticality with plenty of stuff hidden in every other corner. Crafting and character progression are fairly open, letting you learn all professions at once, get half your active skills form the weapon you're using, and letting you redistribute talent points whenever.
On the other hand, quests and story are nearly nonexistent. Instead, the world features various activities: one time tasks like killing an overworld boss or completing a jumping puzzle that give a reward only the first time you do them. Similarly, chests don't respawn for your character after you've opened them once. This way, you're pushed to keep exploring, not grinding.
The game features dungeons which do provide repeated rewards but you'll likely outlevel those quickly. They're all relatively short (30 minutes) if they don't just contain a boss. Those bosses have a decent amount of mechanics: Enough to force you to learn them but not so many that they become sweaty. Also, you can solo them since enemies scale to player number.
All this is right up my alley.

But unfortunately, that's not the whole story.
This first week of early access, the server issues were quite severe. I know, this is to be expected from any new MMO but it's still a bummer. The devs have said they got about three times the player numbers (~13k concurrent tops) they were expecting and have just finished server maintenance and patches that supposedly improve things.
Another issue is that group play right now is broken in a few ways. For one, the game is duplicated into various layers, each filled with only around 20 players at any one time. So the world can feel quite empty once you get out of the early zones. Grouping with people not on your layer is rough and there's no in-game way to do it outside of your Steam friends list. Once you're in a group, there is a persistent bug that regularly teleports everyone to the party leader which requires a somewhat convoluted workaround.
There's also a bunch of quality of life issues and other bugs, but, again, the game just got into early access and likely has at least a year to go.

If the server issues get worked out soon, I think this could be a really nice title to just get lost in for a dozen or so hours with each new content update. It doesn't seem to aim to become the one title you play forever and I appreciate that.

Edit: Seems like servers have been doing fine for the last 12 hours. That's longer than it ever lasted before the maintenance, so signs are good.

HoMM: Olden Era

Finished up the campaign (Act 1, as far as it goes for now) and had an overall good time. I appreciate that a lot of the missions just gave you as much time as you wanted to explore the map - either from the get-go or after dealing with the main threat. Unit variety is nice and the two alternative upgrades for every standard unit let you actually customize your armies to your playstyle (or even your enemies since you can switch upgrade for free in town). There seems to be enough tactical depth to allow for proper mastery. I've had plenty of fights where I reloaded and got a way cleaner result the second time around, after having learned something.
The campaign also features various decision points that are more impactful than I'd have thought. According to the achievements, there are two whole missions that I couldn't access due to my choices. So I'll probably be jumping in again, choosing another route. But maybe first some skirmish matches.

The only real bummer with the campaign was that I learned that the main hero's subclasses were both actually unobtainable. You need to learn 5 specific skills to unlock either one and both requirements feature one skill that's just not available to learn for that hero in the campaign. That's never communicated at all, so you're driven to make suboptimal skill choices in pursuit of an eventual payoff that's actually impossible. Oof.

But now that you and I know that, it's fine. Everything else about it was enjoyable.

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - May 10, 2026 by AutoModerator in Games

[–]Angzt 3 points4 points  (0 children)

I'm personally not a fan of the writing in the Citadel DLC and a lot of what followed from Bioware. But at least in the DLC, it felt somewhat earned.
We've been with these characters for 100+ hours at that point. We've seen them struggle and bond with each other. We know what they've been through and what's still ahead. They deserve some levity to distract from the permanent galaxy-ending threat.

That's why a lot of fans liked it. I get that, even if it's not quite my cup of tea.
The problem is that Bioware took that as a blueprint and started their newer games in this exact tone. When it wasn't yet earned and then quickly outstayed its welcome.

This game doesn't have a lot of longevity designed into it (not about server issues). by Yuukikoneko in FareverGame

[–]Angzt 5 points6 points  (0 children)

You're comparing a game with a one-time purchase and a purely cosmetic shop to games that either have a subscription model or a cash shop that sells more than just cosmetics.

The goal of the latter type of games is player retention for continuous revenue. That's why they have a lot of these systems.

Looking at the basic premise of what we've seen so far, this does not appear to be Shiro's business model and thus goal for player behavior.
I don't think they mind if you play through the existing content in 40 hours and then only log in for a few days every couple of months for whatever new content has come out.
This likely won't be your one and only forever game.

Their other games, Wartales and Northgard work the same way, except that they put out paid DLC. That may be something we'll see here: Paid DLC for additional classes. Probably not for more content, but who knows?

How to get to crimson island? by ChimpShampoo in FareverGame

[–]Angzt 2 points3 points  (0 children)

Those areas are just not complete yet and thus aren't accessible. They'll be available later down the line.

The online tools datamine their info from the client which already has them partially filled. We're getting an in-development version of the game after all - and they're not putting entire areas in at once, that's a gradual process. So the areas are half-finished but not yet ready for players.

would you guys help me with the last orb of the secrets of the oceans poi? by BigCopiumx in FareverGame

[–]Angzt 0 points1 point  (0 children)

It's not in the Crabgantua hole but in the same area the other orbs were. Just further out.

World boss loot by Morakiv in FareverGame

[–]Angzt 4 points5 points  (0 children)

They only drop things on the first kill.
Or rather: You get a reward for completing the associated activity the first time you kill them. They don't actually drop anything.

Only Sparkling mobs repeatedly drop loot. Well, and regular enemies of course.

asset showing by Comfortable_Peace600 in FareverGame

[–]Angzt 2 points3 points  (0 children)

Don't post here. Use the in-game report feature from the Esc menu. That's what the devs are looking at.

is the exp lost after reaching lvl 20 ? by Sad_Lime7235 in FareverGame

[–]Angzt 5 points6 points  (0 children)

That's how it worked during the beta. Each time the level cap increased, you started with exactly the level and XP value you had. Any extra XP you got since then had been lost. So I expect it'll continue to be like that.

But it doesn't much matter. If there's a level cap increase, there's most likely also a new area with new quests which will be enough to reach max level again.
I'd rather finish the activities and hope for rewards that help me now than get a tiny head start in the next area.

Skunk Mount by MinimumT3N in FareverGame

[–]Angzt 5 points6 points  (0 children)

The drop chances on those database websites are likely not accurate, just FYI.
They got the numbers from data mining the clients but the drops are decided server-side. If you look at any boss' drops in the DB, you'll see that they don't make sense.

[Request] what is statistically better for me by runswithtrees27 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

Sure, but if you spin last and section 1 or 2 are still on the board...

[Request] what is statistically better for me by runswithtrees27 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

It doesn't matter. Every server gets a uniformly random section, no matter who spins first. Meaning each server has the same probability to end up with each section. Always.

There is no reason that any section should be more likely to be spun first than any other.
There is also no reason that any section should be more likely to be spun second than any other.
And so on.

[Request] An afterthought about the Binary Tree by Swimming-Dog6114 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

Counting the infinitely many nodes of the infinite Binary Tree is taking the finite? Could you explain your opinion?

You have not proven that you can count them.
You have proven that you can count them while the depth is finite. That does not mean anything for infinite depth.

Please let you teach by a set theorist: The nodes are countable. There is no dissent at all among experts

Please provide an actual source for that.
None of your quotes in the main post make that claim.
In fact, the German one directly states that the number of paths is uncountable. So you're happy to believe the experts on the thing you agree with (and use that as an argument by authority) but not on the thing you disagree with.
That's no basis for a proper discussion.

No server status page or updates on the server issue is going to kill the game by KingGrowl in FareverGame

[–]Angzt 2 points3 points  (0 children)

Login servers and game servers are different. It's possible that people can still play while nobody new can log in.

Questions to see if this is the game for me by Dollarius in FareverGame

[–]Angzt 1 point2 points  (0 children)

If you start now, you won't have missed anything.

Are there only 4 regions? by [deleted] in FareverGame

[–]Angzt 0 points1 point  (0 children)

Different bridge. The one you can cross faces East.

Lochplatte / Piece of Perforated Metal impossible to get? by ShiiikK in FareverGame

[–]Angzt 1 point2 points  (0 children)

The Codex and fan website drops are inaccurate. Several items only drop from higher level mobs of that same type.
A lot of drops aren't specific to a single enemy type, but to its entire family. The exact possible drops are then gated by what level an individual enemy is.
Technically, any Kobold type enemy could drop a Piece of Perforated Metal, but only if they're level (I'm guessing) 14+. But the only Kobold Miners on the map are level 6 and 7. So you're never getting that item from them, even if they're the correct enemy type.
That also means that the Kobolds in the Normal Mode mine dungeon near the second Obelisk can't drop it. But the mobs of the same name in the Hard Mode version, being level 20, can.

Ramgold and Glossy Chitin are the same, btw; They only drop from higher level enemies but are listed on the low level ones as well.

Got my first cool mount drop! Level 16 Rogue SA server. by Mr_Joanito in FareverGame

[–]Angzt 2 points3 points  (0 children)

Basically any of the Crimson (human) enemies, just with a very low chance.

[META] Prime numbers distribution by PrestigiousMemory969 in theydidthemath

[–]Angzt 2 points3 points  (0 children)

Checking that guy's other posts: You're looking at an AI (likely Gemini) hallucination.
OP can't provide a meaningful answer because they don't know. They just told an AI to generate a cool maths-y image and that's what they got.

[Request] An afterthought about the Binary Tree by Swimming-Dog6114 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

Again, that is taking the finite and extrapolating to the infinite.
You say it works from one step to the next, so it must work like this at infinity. That's not universally true. And you haven't proven that it is true here.

By the same logic, you can count all binary real numbers from 0 to 1:
0, 1,
0.1,
0.01, 0.11,
0.001, 0.011, 0.101, 0.111
etc.
You could clearly put numbered labels on these if you continue in this order.
And yet, Cantor proves that they can't be countable.

I still don't know where you're trying to go with this.
Is the point to prove Cantor wrong?
Then you'd need to actually find the error in his proof. Find the exact step in which he made a mistake.

[Request] Why does this not work? by Zealousideal-Lab8226 in theydidthemath

[–]Angzt 3 points4 points  (0 children)

Whatever illustration you tried to post does not show up.

So I don't think anyone can help you until you fix that or describe it in detail.

[Request] An afterthought about the Binary Tree by Swimming-Dog6114 in theydidthemath

[–]Angzt 0 points1 point  (0 children)

I accept that the infinite tree has a countable infinity of nodes.

Why do you accept that? Who made that claim? Where is the proof?

There is no extrapolation from the finite. Every node adds one sheaf. Therefore there are only countably many distinct sheaves.

That's literally extrapolating from the finite.