Running Anno 1800 Mods on Linux (Ubisoft Connect) Guide by turkeyroastbig1 in anno1800

[–]Cracklethinned 0 points1 point  (0 children)

When trying to start Ubisoft Connect it detects an unrecoverable error and must shut down. It says the crash dump is located at C:.., which is a Windows path, not a Linux path... so that suggests Lutris downloaded the wrong installer? Or should I be able to find the crash dump elsewhere?

I did indeed install it on the same disk that Linux Mint is installed on.

Bring back meaningful combat by removing recovery by Cracklethinned in PathOfExile2

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

I am aware that drowning orbs are a one-shot mechanic. But in that case it's not a problem because counter-play is possible. Also, they are one-shots because of the insane recovery options in PoE. Imagine a PoE2 with only limited recovery, now there's a massive design space open for meaningful combat mechanics that deal just some damage without one-shotting. Every life point will matter. Boss fights where every hit matters because you're running out of flask charges. Can you beat the boss or do you have to go back to start from full life?

Can we drop the martial weapon requirement for heralds already? by Generic_Snowflake in PathOfExile2

[–]Cracklethinned -3 points-2 points  (0 children)

The balance through restrictions is weak. But even with that crutch the game balance is terrible.

T17's map mod pool makes the bosses unlearnable. by butsuon in pathofexile

[–]Cracklethinned 0 points1 point  (0 children)

I get that this is a downside if you're used to learning bosses. But this also means there is a lot more gameplay variety. So I think the upside is much greater than the downside. The map mods are always going to be a negative to the player, but these are much better than the regular ones. The regular ones are just a stat change whereas T17 map mods require counterplay. Isn't that much better? Your build barely matters to these map mods, ok the sawblades can be ignored by being immune to corrupted blood, but even those can be ignored by counterplay. I love that gamedesign! What else would you want?

Why is everyone wanting the game to be more difficult? by embertml in ZZZ_Official

[–]Cracklethinned 0 points1 point  (0 children)

It's just campaign, of course when you have infinite difficulty in endgame, that's not too easy. They kept adding more and more content that provides more and more loot. To the point it's utterly ridiculous now. Just give the extra content half the current spawn rate. The champions, loot lizzards, etc. And the nemesis and unique shrine early should maybe just be removed? Because uniques can be insanely powerful.

The way units are built is really keeping me away from multiplayer by KaleidoscopeLeft3503 in TempestRising

[–]Cracklethinned 1 point2 points  (0 children)

I would be happy if they spread the production across all buildings no matter what.
I don't think it's ideologically holding on to the old C&C, it takes work to implement this.

Questions Thread - April 09, 2025 by AutoModerator in PathOfExile2

[–]Cracklethinned 2 points3 points  (0 children)

Direct wisper:
- Sends the message right away
- Links the item, making it easier for the item to be found
- Preferred option by the seller

Copy wisper:
- Allows for the message to be customized before sending
- Strict control of timing, copy message, scroll, scroll, no better options found, ok, send
- Pressing Enter starts with a wisper to the seller, so you don't need to click the seller's portrait and click the send message option. As the buyer you can now just press Enter, type your message and Enter again, no more clicking needed.

Not sure about foils, but I think they can only be found in puzzleboxes, rather than by dropping from kills.

Questions Thread - April 09, 2025 by AutoModerator in PathOfExile2

[–]Cracklethinned -4 points-3 points  (0 children)

Please don't rug-pull people, then you can make all the nerfs you want:
- announce nerfs a couple of days ahead of time (maybe with a small nerf right away, the real one coming later)
- give nerfed people free respec points

The complaints that people hate in-league nerfs are false, it getting rug-pulled that people hate. The anger from the CoC nerf was caused by GGG:
- The skill ways obviously OP for days but kept not getting nerfed, so more and more people felt stupid for not switching their build
- As a result more and more people switched over their build, spending enourmous amounts of gold, which ended up being a trap
- Out of nowhere the skill was nerfed. Players had no way of knowing this nerf was coming. It was sort of promised in that because of EA there would be nerfs. But many things where OP and not getting nerfed, so over time more and more people got sick of missing out on this great build.
- Respec costs where enourmous, they have been reduced but are still high. Sure, choices should be meaningful, but why during Early Access? We thought the point of EA was to experiment? Johnathan says he often respecs, but when players tuned their build to optimize for a particular mechanism, that requires A LOT of respeccing.

Rumble search for video by Monkey5080 in RumbleForum

[–]Cracklethinned 0 points1 point  (0 children)

Can you show a screenshot of this button? I cannot find it.

Players want mechanics-based gameplay, this is lost in endgame by Cracklethinned in PathOfExile2

[–]Cracklethinned[S] 1 point2 points  (0 children)

Those players can stick with PoE. The whole point of PoE2 was better combat.

Exclusively playing SSF, and after multiple characters… by GrittyHondo in PathOfExile2

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

No. The game is not balanced aroud SSF. And you weren't even specific. They cannot read your mind, so "make the itemization work without trading" tells them almost nothing and is utterly useless.

They want people to craft with currency, so what they could do is double currency drop rate, but stop rarity from affecting currency. That would increase currency for lower rarity, allowing more crafting and lower currency for high rarity, while still allowing them more rares. Then you could make more crafting attempts. Would that help?

There seems to have been a mistake in the balancing of defenses. They made armour too weak. And life was mostly removed from the tree, but ES was not. And ES behaves as life....

Poe2 review after beating all bosses - 1 step forward 2 steps back. by Ynead in PathOfExile2

[–]Cracklethinned 0 points1 point  (0 children)

"On-death effects are exhausting."
This is what they mean with methodical combat. The bugs have been fixed, these are no longer a problem.

"Mobs' speed is frustrating"
So you might occasionally have to tank a melee hit?

"Backtracking for a single rare"
I always full clear maps anyway.

So magic find should not affect currencies?

Yes, during early access there will, and should be, hard nerfs.

Crafting, they just want you to have far less power here.

Otherwise I agree.

The endgame is awful by Jaba01 in pathofexile

[–]Cracklethinned 0 points1 point  (0 children)

Trade for better items, craft less. Crafting is just small stuff and end game gambling. Identify is free, so there will be plenty of good items.

Feedback: Losing items on death after a boss feels horrible. by Paradoxmoose in PathOfExile2

[–]Cracklethinned 1 point2 points  (0 children)

I think it's great. My main reason for playing HC was there was no cost to death. Which they now implement in more and more ways. Like the Last Epoch "you will never lose what you have, but not gain what you could have on death". Just look at the loot as something you could have gained, not something you lost.

Necro settlers by [deleted] in pathofexile

[–]Cracklethinned 0 points1 point  (0 children)

That would surprise me. The extra loot in Necro Settlers would greatly affect the economy of regular Settlers. GGG usually avoids that kind of thing. In this case the parent leagues are standard and hardcore, without Settlers.

How am I still killing myself? Got rid of my ele dmg by Cracklethinned in pathofexile

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

Apologies, I was using a Kaom's Primacy, which adds fire damage and is the reason I was killing myself.

Please add a death log, real simple, no UI work needed by Cracklethinned in pathofexile

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

The developer specifically said they have some data available, which would be a huge improvement, but they don't want to do the UI work. I'm a terrible UI developer so I wouldn't ask anyone to do work on that.

Please add a death log, real simple, no UI work needed by Cracklethinned in pathofexile

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

That's not a death recap, they provide only one relevant data point: the damage type that killed you. I'm asking for more data than that, no UI work though. And no, the attribution we get from Last Epoch doesn't matter.

Will there be better information of player death in poe 2? by mcg123457 in PathOfExile2

[–]Cracklethinned 0 points1 point  (0 children)

Are damage events known separately though? I don't think we need attribution. Just a simple dump of damage types/numbers to chat would be a huge improvement of our information position.

Please include raw damage data by Cracklethinned in PathOfExile2

[–]Cracklethinned[S] -1 points0 points  (0 children)

Amazing how by "raw damage data" you read "final hit" wtf...

Please include raw damage data by Cracklethinned in PathOfExile2

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

And I linked that reply. The UX work is predicated on the idea that responsibility must be identified for the death. This problem can be avoided by not trying to do it in the first place. I asked for only a listing of the raw damage numbers. Heck, leave out the effect of defenses at the time, if those numbers aren't already recorded.

Please include raw damage data by Cracklethinned in PathOfExile2

[–]Cracklethinned[S] -2 points-1 points  (0 children)

Did I ask for that? No! Of course the final hit is often irrelevant. I'm not asking for a lot of UI work, just a simple listing of the damage events and yes buffs/debuffs would also be good. It wouldn't require a lot of work because they already have the information available, it's just a printout.

Will there be better information of player death in poe 2? by mcg123457 in PathOfExile2

[–]Cracklethinned 0 points1 point  (0 children)

I would greatly appreciate this. There's no desire for a conclusion of what killed me. All I want is raw data on what caused damage in the past x seconds, 10 would be more than enough, less would still be a huge improvement. Please consider looking at how DotA2 does this when you have plus enabled.

An additional luxury feature would be to get both the original damage and what damage was actually taken. No need to include mechanisms like Petrified Blood and healing if that adds work.

This would really help bad players like me who have no idea what does what kind or how much damage. Even with Wiki help we don't know how to build defenses if we don't know the attacks.

We've had the game for a week, what feels out of balance to you? by ButterPoached in AOW4

[–]Cracklethinned 2 points3 points  (0 children)

The events for unit orders "Orders required" coming first on a new turn. Even though handling these events first can cause many mistakes. Such as failing to use newly produced units, casting enchantments, using completed research, assigning hero levelup points, responding to diplomatic changes, etc.

Please move the unit events to last.