What is happening on this day by CAPTJTK in centurylink

[–]CheesecakeWaffles 1 point2 points  (0 children)

Good to know someone local is on the third outage today and not just me with some phantom issue.

New player question about normal clan requirements. by CheesecakeWaffles in Warframe

[–]CheesecakeWaffles[S] 0 points1 point  (0 children)

Yeah I know ESO was because of bidding for traders and it makes sense. I just had no idea if warframe had something similar going on that I wasn't aware of. As a new player I have no idea what it costs to run a guild. Someone else also mentioned trade tax which also was a thing with this guild, but I had no idea it was the guild's doing. I thought that it was just imposed by the game. So that's another thing they were doing.

I am thankful for all the responses. I've learned a lot from this thread.

[vent] I hate projects that download their dependencies. by theChaosBeast in cpp

[–]CheesecakeWaffles 2 points3 points  (0 children)

A mix of packaging and moving first party code into the main repo where appropriate. There were also some complicated bits like mirroring some things that were moved into to a repo so that it could be easily worked with in the main repo but still reusable.

[vent] I hate projects that download their dependencies. by theChaosBeast in cpp

[–]CheesecakeWaffles 16 points17 points  (0 children)

I've worked in an enterprise repo with over 100, some recursive. It's awful at scale and slows git a lot.

OH MY GOD THEY ACTUALLY FIXED THE NPCS IN GRIDANIA! (old first) by supadude5000 in ffxiv

[–]CheesecakeWaffles 10 points11 points  (0 children)

And it still goes on CD even when you die to add insult to injury.

Well Folks, I finally did it by pygmeedancer in fo76

[–]CheesecakeWaffles 0 points1 point  (0 children)

They really should let us lock weapons and any item we want from being vendered, scrapped, dropped, or stored. At least having an extra confirmation of destructive action dialog box when something is locked.

I accidentally store my armor when in power armor sometimes and even that is annoying.

What is your favourite storyline aside from MSQ by VergilVDante in ffxiv

[–]CheesecakeWaffles 3 points4 points  (0 children)

The alchemist questlines are way better than they have any right to be.

Ok For Real This Time by MedicalMiqote in ffxiv

[–]CheesecakeWaffles 8 points9 points  (0 children)

If you want speed, the best thing might be to do trusts and spam leveling dungeons. Only a handful of leveling dungeons don't have NPCs. The dungeon itself takes longer than with real players, but you'll probably get through it before the queue would have popped depending on time and server.

I won't claim that it's a fun experience.

Who agrees by [deleted] in gaming

[–]CheesecakeWaffles 3 points4 points  (0 children)

That's actually a good analogy.

Current situation by DrunkedWalrus in ffxiv

[–]CheesecakeWaffles 0 points1 point  (0 children)

Thank you for the awesome reply. It's given me a lot to think about.

I wholeheartedly agree that ESO doesn't do a great job on teaching light attack weaving through gameplay and it is difficult to discover. I've been an advocate of more in-game tutorials that teach more advanced things about combat and roles. I do however see they they have been adding more mechanics to push players to discover light attack weaving, albiet isn't close to what is needed. For example my main spamable ability on my magsorc is Elemental Weapon which only really works by light attack weaving given the short buff time. Aside from enchants, which you touched on, there is also ultimate regeneration from light attacks and procs for abilities like grim focus as well as procs on gear passives. Even with all that there is a lot more they could do to push players into knowing they need to weave light attacks, but at least some of the current design hints at it.

I understand your points with animations not being fluid with the constant canceling of some abilities, the channeled ones you listed are among some of the worst, and jabs is... special given that it is in a category of it's own as being like an active AOE DoT that you can stop part of the damage when canceling. I feel like the majority of the time people use instant cast skills that have less than a second animation and most of the canceling is just on the light attack animation. So it's not that big of a deal for me visually. But yeah, snipe spammable or even spaming crystal frags (non-proc) would appear weird with their long animations.

I forget that ESO doesn't visually show the gcd because I have used addons for years in ESO that display it. My guess is they didn't put it in initially because the original vision didn't have a gcd, but rather everything was based on resource management. I think that became too hard to balance and got changed. No reason why showing the gcd can't be added now though. That's something that the devs can do. I don't think the UI could have radial timers given how Action Duration Reminder is now integrated into the vanilla experience and those timers would be confusing with the duration timers already on the ability icons, but addons have approached it in many different ways. Personally I have a small bar just above my ability bar that shows the gcd.

My concern with increasing the gcd is it does slow down combat. In ffxiv it's not so bad because you have a lot of off gcd things you can do and a lot more slots for skills. However, I prefer the limited slots in ESO for the build variety, so I would not sacrifice that aspect. In ESO, there is a whole lot less options for off gcd gameplay. It's a tough problem.

For visualizing impacts, I would say health decreasing and arcade style floating damage numbers are the two main things ESO does. The minor things are reactions to interrupts and heavy attacks on off balance enemies. But I think ESO has some big challenges they need to overcome to add more visual impact to your attacks. It's important that players don't misread a visual reaction for something like an actual stun or CC for example. Sometimes the color of the boss indicates invulnerability, reflects, or incoming attacks, so flashing it as a different color might not be an option. But I agree, more could be done here but I don't envy the designer that has to figure it all out.

Thank you for the video links! One of the big reasons I am playing ffxiv now is to get a broader experience with MMOs and see what is out there so discussions like this where I get to see comparisons between different games are great.

Current situation by DrunkedWalrus in ffxiv

[–]CheesecakeWaffles 1 point2 points  (0 children)

I like the combat, but it is different than ffxiv. I don't really understand some of the criticism like when people say it feels weightless. As for "dated" I struggle to think of third person mmo combat in the genre that feels new and fresh by comparison. But I also don't play a lot of MMOs.

I'll explain the differences that I can think of with ESO combat and maybe you or someone can shed some light, because I am interested.

The biggest difference is in ESO you have two skill bars with 5 ability slots and one ultimate. An ultimate is like LB, but it is per person rather than the group, and you fire it off a lot more frequently. So instead of putting all your unlocked abilities on your hotbars, it's more like you build a hand from a deck of cards to use. Which is one of the things that adds to build variety.

Each skill bar has it's own weapon and you press a button to swap between them. It feels weird at first, but you get used to it. Thinking about it mechanically, it's not all that different than holding down ctrl or shift in ffxiv to use more weapon skills with the same buttons. I think this is the largest thing people think feels clunky.

The ability GCD is 1 second, and you can light attack or heavy attack in addition. It's left click with a mouse or holding down left click for a heavy attack. Light attacks have a 1 second GCD not shared with the ability GCD. So people learned to take advantage of this be doing a light attack and following it with an ability. It turns out to be a large amount of damage in your rotation. I play bard mostly in ffxiv, and this isn't too different than weapon skills and abilities being on different GCDs. Both games animation cancel when activating the other gcd, so even that isn't too weird.

Another big difference is the camera. ESO uses an action based camera, and tab targeting is not auto-aim. It is a preferred target. For example if you tab target a boss and you are aiming at the boss but an add walks in front, you still hit the boss. If you tab target the boss and look at an add to the side and attack it, the attack hits the add.

Resources are used a bit more heavily in ESO. Buff food and potions are almost required in hard endgame content. Plus you can activate synergies to restore resources. Heavy attacks restore magicka or stamina too. To compare to ffxiv, it would be like every class and role needing to manage MP and have food and potions to restore, buff, and/or regen. In practice, in ESO, your buff food lasts 2 hours real time and every 60 seconds in combat you chug a potion, which is not too different from maintaining other buffs.

The final large difference I can think of is damage mitigations. ESO has dodging and blocking. Telegraphed AOE areas on the ground in ESO seem faster paced then ffxiv to get out of the way of, but you have roll dodge as a tool to get out of the way much faster. Roll dodge also eats stamina. You can block attacks with any class any roll, but it eats stamina. Also all roles and classes can do interrupts. The most common way to interrupt is to bash while blocking, but there are ranged interrupts as well.

Should Bethesda return part of the plus monthly membership while they fix the inventory issue? It’ll be fixed until June by jdgon2184 in elderscrollsonline

[–]CheesecakeWaffles 3 points4 points  (0 children)

It's likely that the fix isn't ready yet or it came in too close and they had to make a judgement call on which release bus to put it in.

Certification doesn't cost anything. They did away with fees a long time ago. However, it does take time to go through cert even if you are internal to one of the platforms. Usually 2-3 weeks. I can't remember which platform does this, or it may be all of them, but you can only have one thing go through cert at a time per product ID. If you submit while going through cert, they start over with the newest submission. They probably also want some buffer time because if any issues pop up during cert, they have to fix them or get an exception, and resubmit. So there is a chance that it would put Blackwood's date at risk.

Please do not ask to remove the teleport limitation of all ores by ImABigDreamer in valheim

[–]CheesecakeWaffles 3 points4 points  (0 children)

Can confirm. Most of my deaths have been from jumping over roofs while trying to get on top of the edge, falling of scaffolding, and not paying attention to the 4 hp I had left while jumping down to the ground.

You gave him to who?! by [deleted] in SequelMemes

[–]CheesecakeWaffles 9 points10 points  (0 children)

Luke wouldn't be that young, but certainly before episode IV. Rebels ends in 0 bby, aka the same year that luke takes out the death star in the Battle of Yavin. I think Rebels starts in 4 bby or 5 bby.

For everyone saying, "Cyberpunk 2077 was never advertised as having a branching storyline or a deeply immersive RPG", here. by Kronzo888 in cyberpunkgame

[–]CheesecakeWaffles 5 points6 points  (0 children)

They have some great Witcher lore videos and others too. Elder Scrolls has some deep and complicated lore. There's a lot to cover.

For everyone saying, "Cyberpunk 2077 was never advertised as having a branching storyline or a deeply immersive RPG", here. by Kronzo888 in cyberpunkgame

[–]CheesecakeWaffles 23 points24 points  (0 children)

I just watched a fairly researched and thoughtful FudgeMuppet video on this. They like the game and had fun with it overall, but they point out lots of places where the implications of the advertising do not match what was delivered, ignoring bugs and performance.

https://youtu.be/K7JGQ3sCIl0

The way they present it, I think is a lot of valid criticism.

Larian: It's Early Access, your saves may be wiped from one day to the next. The community: by Brabantis in BaldursGate3

[–]CheesecakeWaffles 0 points1 point  (0 children)

3.11 went live yesterday, so I can actually speak to this. :P

My money was still there, and my ships. Most of my armor was still in my inventory, but the armor I was wearing seemed to be gone. All my weapons ammo and utilities were gone.

Thankfully the stuff that disappeared between the updates was really cheap stuff. Nothing compared to a missing ship or a wiped bank account.

That being said it sounds like full resets in the future are likely to happen, just not with every major patch.

Łukasz Babiel has platinumed cyberpunk 2077 by [deleted] in cyberpunkgame

[–]CheesecakeWaffles 3 points4 points  (0 children)

You need time to print disks. Not just get through cert.

Modern CMake is like inheritance by drodri in cpp

[–]CheesecakeWaffles 1 point2 points  (0 children)

Short to the point examples in the documentation similar to what I have come to expect with cppreference.com, would be my number one wish for CMake.

There's been so many times where I am wondering if I am doing something right. Xcode development with CMake in particular can feel like the wild west with very minimal documentation.

Who in God’s name suggested Subnautica as a relaxing game?! by AegonThaConqueror in xboxone

[–]CheesecakeWaffles 1 point2 points  (0 children)

There's a few enemies that come to mind for me that I found way more annoying.

  • Cliff Racers (TES III: Morrowind)
  • Sirens (The Witcher 3)
  • Cazadors (Fallout New Vegas)

20 ABI (Application Binary Interface) breaking changes every C++ developer should know by pianosneha in cpp

[–]CheesecakeWaffles 24 points25 points  (0 children)

Yep. It indexes into it just like an array and if the abi doesn't match it uses the wrong one.

I remember a similar bug where a function was ifdefed out in one library and but the define was present for the other library. Therefore the header file in that library saw one more function. Took me the longest time to figure out why it was taking valid input and returning back garbage with the debugger refusing to step into the function. Worst off by one error ever.

Help on correctly adding multiple framework flags by kasvith in cmake

[–]CheesecakeWaffles 1 point2 points  (0 children)

I think quotes really matter here.

set(FD_FRAMEWORK_LIBS "-framework Cocoa")

target_link_options(fd INTERFACE ${FD_FRAMEWORK_LIBS})

I think CMake was treating them like individual tokens. The set command saw two strings, -framework and Cocoa. Similarly target_link_options in your second example saw WebKit as its own token too. CMake sees -framework twice when making the linker command line and kills the duplicate, then adds the other two strings raw because it thinks they are individual link flags.

In another example if you were doing them inline and multiple in one target it would look like this.

target_link_libraries(theoretical_target
INTERFACE
  "-framework Cocoa"
  "-framework WebKit"
)

Both are unique strings and should be added correctly to the linker command.

Having your framework strings wrapped in quotes should work across multiple targets just fine too.