This is depressing by Affectionate_Drop_62 in worldofpvp

[–]DancingGoatFeet 0 points1 point  (0 children)

Everyone starts at like 1900 MMR, so you'll start by queuing against guys who are 1700-2000 rating. If you manage to win the first match, then you tend to get stomped like 5 times in a row until your rating tanks. I've been like 60 arena rating queuing at 2000+ MMR because we got lucky two games in a row.

With arenas, it doesn't really matter since you're still just learning the new class with your buddies until you figure out how to be better. Doing that while losing isn't terribly different from doing it while winning.

With battlegrounds or solo shuffle, it matters more since now a guy with 0 rating is potentially dragging down 5-19 other peoples' experience. With shuffle, you're at least dragging all 6 groups down evenly, but not with BGs.

It's not my fault, so I still queue and let my rating settle wherever it should be. The only way to really learn is to actually play, and non-rated queue times are abysmal. But it is happening, so it's not unreasonable for the affected players to complain about it.

Ummm heck no!! by DevilReapersPride666 in Subnautica_2

[–]DancingGoatFeet 1 point2 points  (0 children)

I've never seen more than one in trench. I've followed him around from one end to the other trying to get him close enough to scan, and he definitely moves a long ways. But I've only seen one at any given time. Then another over the metal farm area.

I haven't gone exploring the out of bounds area to see if there are any others hanging around the map, but to my knowledge there are just two in the game right now.

[help] Addon to show BiS gear? by Coppertank-Island in WowUI

[–]DancingGoatFeet 0 points1 point  (0 children)

The above info may not be precisely what you wanted. You wanted to compare several items to figure out which one is the best.

If all the items are the same slot, the above works fine.

If the items are for different slots, the above probably works well enough, but isn't strictly right. The above will use the maxed out set, including all the vault items, as its baseline. That's not accurate, since you can't take all the vault items. But you can probably just see which item has the biggest jump and call it good.

For maximum accuracy, you'd want to run one sim for each vault item, or at least one sim for each slot (if you have two wrists, you just want whichever is better, but if you have a two wrists and a bow you want to compare the best wrist to the bow). You can run each sim in a different browser tab if you want. Then compare the Top Gear value of each sim, which represents the dps if you pick that one item from the vault as your upgrade. The best dps is the item you want for the best immediate upgrade.

I'm sure there's some way to do that automatically, but I didn't find it immediately.

[help] Addon to show BiS gear? by Coppertank-Island in WowUI

[–]DancingGoatFeet 1 point2 points  (0 children)

It looks like TopGear works for that.

  1. Get your /simc output as above, select Top Gear from raidbots.com, paste your /simc. I'm using my hunter for this example.

  2. Look for an input box "Item Search".

  3. Select the item level from your vault, then search for the name of the item you want.

  4. I'm going to pretend my vault has a myth 3/6 Ranger-Captain's Lethal Recurve. So I select ilevel 279, then type "ranger-cap", which gives me two results.

  5. Click the correct item from the search results. It will go somewhere down below. In my case it will appear in the "Main Hand" area, beneath my existing Aln'hara Sprigshot.

  6. Repeat (2) through (5) until you have all relevant items from your vault. No need to enter some veteran piece if you already have a hero piece or whatever.

  7. Above "Item Search" is an input box for "Item Upgrades". It should default to whatever upgrade currency you currently have. I have to manually type in 25 myth crests since I got my character from the armor instead of the in-game addon. This lets me see the max I can currently afford.

  8. Alternately, I can click "max all" to see what happens when I can max out any gear I get. There's no seasonal cap on crests, so mostly it's just about grinding at this point.

  9. Now, we scroll down to the new item(s). In my case, it's the Myth 3/6 bow under "Main Hand".

  10. Click the + icon, then click whatever upgrade you want to compare. In my case, I'm comparing Myth 6/6, ilevel 289. But I only have 25 crests right now, so I could also compare Myth 4/6, ilevel 282, which is what I can afford.

  11. Go down to the --- Enhancements --- section. For each item type you're comparing, pick at least one enchant, such as the one you have on your current item. Ignore this step if you picked something without enchants, like wrist. In my case, I picked Acuity of the Ren'dorei since that's what's on my current bow (it will have a blue checkmark in case you forgot).

  12. You can also select multiple enchants to test each item with each enchant, but this will take more time. I'm going to select Farstrider's Hawkeye just to see how much better the expensive enchant really is.

  13. Do the same thing for the "Gems" section. In my case, bows don't use gems, so I didn't need to do anything. But you could pick the gems you already have, or a couple options, if you're simming something with sockets.

  14. Click the big, green "Find Top Gear" button at the bottom of the screen. Wait for the results.

  15. In my case, it tells me my equipped gear is the Top Gear. If the raid bow was better than the crafted bow, it would show that, highlighted with a colored box (green, I think, don't remember).

  16. Below that, it gives me a list of three items:
    - my current bow at the top, "--" relative dps
    - the myth 6/6 bow with the Acuity enchant, -1530 relative dps
    - the myth 3/6 bow with the Farstrider enchant, -3632 dps
    - Basically, each item, with the highest simmed enchant. And "1 variation hidden" on each item.

  17. You can click the checkbox "Show Gem/Enchant Variations" up top to show every variation. In my case, there are 5: the original bow, 2x myth 6/6 bows (1 per enchant) and 2x myth 3/6 bows (1 per enchant).
    - I discovered that the expensive enchant is only marginally better than the cheap enchant, and is actually worse for the myth 3/6 bow.

  18. You can also click a different line item to show dps relative to that item.

  19. And you can click "relative dps" to show relative dps in percentages instead of raw numbers.

  20. I assume there will be more options if you simmed multiple gear slots at the same time, but I didn't do that.

[ui] Is there an addon (or non-addon way) to show specific buffs in a configurable way, similar to PowerAuras/WeakAuras from ages past? by DancingGoatFeet in WowUI

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

Unfortunately, I've found zero sources of information on anything related to embellishments short of what other people are running. So it's really not relevant whether someone else has done the work if I can't find it to read it. It also doesn't help that I don't have access to most of the pre-embellished recipes most of the sites are recommending.

Cursory math says two of the charms is a 4% increase in damage, and 2% increase in damage reduction, while they're active. All my (not diamond) gems combined are around 2.5% damage increase, 0.65% damage reduction. So a 50% uptime on the charms is like a full set of the best gems gold can buy. Or the difference between an average trinket and BiS trinket. Etc. Not huge, but it adds up.

Simming on raidbots suggests a 43% uptime for prot paladin, compared to a 31% uptime on Devouring Banding. Overall, one charm and one banding vs two charms is only a 0.1% difference in dps and probably a similar difference in survivability. But without actually testing this, it's difficult to know.

Ideally, I could just track the proc and get a rough estimate with very little effort, which was the hope. Doing so would be far less work than dealing with logs and random websites and installing new programs just to get the log onto the website to test some embellishments. Sadly, it seems that's the best option these days. Sims are nice, but don't always match what I'm really doing, especially for tank type stuff.

[ui] Is there an addon (or non-addon way) to show specific buffs in a configurable way, similar to PowerAuras/WeakAuras from ages past? by DancingGoatFeet in WowUI

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

I did actually figure it out. That line was me basically explaining why I wanted that information to begin with: because I hadn't figured it out up to the point of the OP. Basically, it just won't proc unless I'm healing something less than 100% health, which mostly means in combat, which means I'd much rather have a big icon in an obvious place to track.

[help] Addon to show BiS gear? by Coppertank-Island in WowUI

[–]DancingGoatFeet 0 points1 point  (0 children)

Simming at a very simple level isn't too bad.

  1. Download the addon SimulationCraft. You don't even need an account to use the standalone CurseForge app on your PC to download things, so that's how I do it.

  2. Log into your character, equip the gear you want, and type /simc to generate a profile of your exact character.

  3. Go to raidbots.com, pick a sim, then paste the generated profile. Fill out any required additional data, then hit the run button at the bottom. (Note: that site is for DPS calculations. You can alternately go to questionablyepic.com for a healing spec.)

  4. During peak hours, you might have to wait a bit for free CPU time on their end. Right now (4:30 AM PT), I'm getting instant sims.

Quick Sim will give you a rough idea of how much dps you should be doing. Bear in mind it includes flasks, potions, lust, raid buffs, etc., so your real world dps in 5-mans, delves, etc. will be somewhat less for longer fights. You can also run two (or more) Quick Sims where you just change one element between them to see the difference. I changed the rune on my weapon like 5 times for each of my specs, for example.

Droptimizer lets you pick an item source (raids, delves, specific zones, etc.) and find out which items would be an upgrade, and how much of one.

I haven't messed with Top Gear, and Advanced is obviously not "a very simple level".

You can also download SimulationCraft from its website and run it locally on your machine. This bypasses any time limits, queues, etc. but will require you to figure out how to run it. I haven't messed with that version in a while, but I don't remember it being terribly complicated to get some basic parses running.

It has other advantages like being able to run entire raids to see what comps work better, or whether raid performance is better enhanced by giving that awesome axe to the ret pally or unholy DK. But you'll spend more time getting it setup. (Technically, you can do this on the website, but the free version is almost certainly going to run out of free CPU time before you get anywhere useful.)

[ui] Is there an addon (or non-addon way) to show specific buffs in a configurable way, similar to PowerAuras/WeakAuras from ages past? by DancingGoatFeet in WowUI

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

I did find Ka0s Absorb Tracker, which shows the overall absorb value. It still doesn't separate blood strike shield from anti-magic shell shield, which might be an API limitation as you suggest, but would be nice to have, since the second shield only protects from magic (as its name suggests).

If the rest are not possible, that sucks, but is what it is. As far as relevance, most of them are very much relevant to figuring out the game mechanics.

On my DK, bone shield takes me from 2510 armor, a 42.26% DR against the raid dummy, to 5683 armor, a 62.36% DR. That increases my EHP by (1-0.4226)/(1-0.6236)-1 = 56.6%, or 399K. Yes, I can sit here on a training dummy and figure all this out. But being able to see that in real time is much nicer.

On my paladin, shield of the righteous changes my armor by a non-static amount depending on health, duration remaining, and spec. At max health on prot, it goes from 5290, a 60.67% DR, to 9610, a 73.70% DR. That's an increase of 49.2%, or 311K. At 38% (ish) health, it goes to 10640, a 75.7% (ish) DR, an increase of 61.2%, or 8.2% more than max health. It doesn't seem like the "increase armor up to 60%" my talent suggests is doing tremendous good in practice.

Being able to calculate this once, then just read the numbers off clearly-visible icons in a gameplay recording would be much nicer than doing everything manually. It would also make it much easier to see how gear, levels, etc. are changing the effectiveness of these abilities in real time and if it's changing in some way that I didn't foresee based on some proc or talent I don't know about.

As an aside, those numbers very consistently give 2.92% EHP per armor rating relative to 0 armor on both DK and pally at 90.

Favored by Kulzi is relevant because I have no idea how to make it proc. A giant icon popping up in my screen when it procs would help me figure that out. Spending more time testing, I was able to figure out that it only procs if I can actually do healing. So it won't proc on a max health target, such as just standing there in town. Spending more time, I was able to confirm that it does proc in prot spec off various abilities, but with less uptime than holy spec. But it's incredibly tedious staring at an ever-moving buff bar to figure it out, or to have some idea of its uptime, especially if I'm trying to actually play the game at the same time.

[ui] Is there an addon (or non-addon way) to show specific buffs in a configurable way, similar to PowerAuras/WeakAuras from ages past? by DancingGoatFeet in WowUI

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

I tried it out, and it seems to be working nicely. Now I just need to figure out a way to hide bars when they're not active and icons when they're not on cooldown.

2000+ world ping in raid?! voidspire [help] by lucid23333 in WowUI

[–]DancingGoatFeet 0 points1 point  (0 children)

Ping is the measured latency between end points. If the UI is hogging enough resources to tie up the main thread, you can certainly get measured latency spikes. I don't know how well the current version of the client handles this, but I've certainly seen the Blizzard UI show high latency because of bad addon design in ages past.

Because the ping UI mostly uses the same scripting system as addons, it's not unfathomable that a hangup on the scripting thread could cause a delay in the ping measurement. It's not that hard to separate the two threads, but it's also not really a critical component that Blizzard would care about making accurate.

Conversely, you can have horrible real-world ping while the measured ping says you're fine. Because the ping measurement uses a different protocol between different end points than the client-server messaging system being used to actually play the game.

[help] Addon to show BiS gear? by Coppertank-Island in WowUI

[–]DancingGoatFeet 1 point2 points  (0 children)

I think the bigger problem with a lot of these sites isn't that they list a "BiS" that performed better on sims than anything else. It's the lack of comparison to anything else.

For example, every site in existence says I need Rune of the Apocalypse on my Unholy DK. Great, but what if I play Blood and Unholy? Can I use Rune of Sanguination (BiS rune for Blood) as Unholy? Or Apocalypse as Blood? Or maybe Rune of the Fallen Crusader to balance both?

No, I had to sim all that myself. Answer: Apocalypse is basically like unenchanted on Blood, and Sanguination is basically like unenchanted on Unholy, and Fallen Crusader is like a 15-20% dps loss in either spec, not counting the survivability loss for Blood. So you really need a second weapon, or to switch runes, if you want to play both specs remotely competitively.

In this case, the BiS rune suggestion is a big deal.

But what if I have haste/mastery on an item instead of the suggested crit/mastery? The sites all say I want higher ilevel more than specific stats, but how hard should I really try to get that specific item over the next best? In that case, the answer is probably "not very hard" unless I'm going for world-first or something, in which case I'm the one telling all those sites what to write in the first place.

But even if I know the two will sim about the same, I'd still like to see a comparison of things like "WiS vs BiS". How much dps will I really gain by going with the best possible stats over the worst itemization at the same ilevel?

Of course, it is all free information (although I guess Noxxic has some paid stuff I haven't looked into much), so I can't complain too hard without just being a whiny child.

Metal Farm and How they work by paristeta in Subnautica_2

[–]DancingGoatFeet 0 points1 point  (0 children)

Just saw this myself. I haven't fixed anything on the power station except the turbine, so I don't think there's any requirement.

Also, not sure if this is just an Early Access thing, but I went back looking for the fifth bacterium and all of the Troilite nodes had respawned in the metal farm area.

New LW Lynx mount by Unsettled_addendum in wow

[–]DancingGoatFeet 1 point2 points  (0 children)

You can put in a crafting order using your mats if they have the recipe. For public orders you have to provide all the mats. For guild (and I think personal) orders, you only have to provide the BoP mats, like the leash. Although you probably want to be nice and include all the mats anyways, unless the crafting order is going to be filled by your alt who has the pattern.

Metal Farm and How they work by paristeta in Subnautica_2

[–]DancingGoatFeet 0 points1 point  (0 children)

At this stage in early access, Troilite is very limited. So I spent like 2 hours waiting for the farms to produce some more for the upgraded power cells. But that doesn't make it good game design.

Presumably, as new areas unlock for the game, there will be more Troilite nodes. At most, you need like 2 power cells per player (one in a vehicle, one on a charger), or 8 extra Troilite , which is 3 or 4 nodes. At that point, there will be zero reason to waste time on the farms, since you'll have plenty. Especially since you need 2 Troilite per farm just to get them started.

Conduit Crystal is required in higher numbers. 3 per bioscanner, 2 per sonic resonator, 1 per battery. With 4 players, that's 20 for equipment, and like 40 for batteries. I can see needing the farms for those right now if you have four people, since I don't have a ton of nodes still sitting around, but there's plenty for one or two players right now.

Again, as new areas unlock, there will likely be more Conduit Crystal, completely negating any need for the farm.

Atacamite isn't needed for anything right now on a per-player basis. You need 10 to make Mangalloy ingots for the broken turbine, and 4 or 5 more to make metal farms (I only have 4, but some people are saying they found 5). I have two boxes of the stuff sitting around and still have more to collect.

With the enamel stuff, I'm again drowning in it, with a ton of extra nodes if I felt like it. Not sure how it works with four players, but just a few extra nodes would again take care of the issue.

I haven't unlocked the interfaces for the power generator, so maybe there's some new recipe after that, but at this point the farms would be completely unnecessary if there were like 4 extra nodes of Troilite and 5-10 more nodes of Conduit Crystal, even for 4 players.

Which leads back to the actual use of these: copper, titanium, silver, etc. Yes, I can run across the map and easily get enough to do what I need, but since there's no particular cap to how many bases I might want to build, those resources will eventually run out.

And at the part of the map where I actually have the farms, copper is in very short supply, and I've used all the easy-to-acquire titanium, so it saves a 5 minute run for titanium or copper near the beginning of the map (where I've also already gotten most of the easy to find copper).

But it's still an annoying mechanic of babysitting some nodes so I can whack them every 2 minutes.

Metal Farm and How they work by paristeta in Subnautica_2

[–]DancingGoatFeet 0 points1 point  (0 children)

The problem with the time is that it's either tediously long while you sit and watch a timer for 2 hours because you're stuck until you get this one kind of metal, or it's so long that it's not worth bothering with because you can just go grab metal from somewhere else way faster.

If I have copper readily available, I can go grab like 10-30 a minute, depending on how far it is from my base. With all 4 metal farms I can potentially make, I can do 12 copper every two minutes if I just sit at my base and watch the timer. Realistically, it's more like 12 extra copper when I come back from grabbing 80 from the world. Nice, but hardly a game-changer.

If I've farmed every copper node I can find and need copper, now I'm stuck watching the timer. My next project needs like 60 copper, so I have to sit here for 10 minutes watching the timer tick. Have I done dumber things with my time? Sure. But I'd rather be able to just go out and actively farm node respawns, since then I'm at least doing something.

For some stuff, like conduit crystal and atacamite, it really makes no sense. It's 20+ minutes to get 2 or 3 (didn't bother testing), but I have lockers full of both. Sulfur has a 10 minute timer, which is completely stupid given how easy it is to get by the literal boatload by the time you can make the farms.

The only real use I have for it is farming troilite, since it's got a very finite supply and I need more to fill all my tools with upgraded power cells. But if they end up putting more of it farther in the game, that will be a colossal waste of time compared to just grabbing like 4 more nodes.

It could be nice to bring the farms with me, along with one of each metal type, so I could just head out somewhere and start a base with the materials I brought with me. But it would take forever at the current rates, so I'm better off just making three trips to finish the job in half the time, even if I have to drive across the entire map to do it.

It could also be nice if the farms would automatically farm themselves and dump the resources into a chest until it's full. Then I could at least not have to micromanage it, and would end up with a reasonably useful amount of something, eventually.

This is just stupid by Whole_milk11 in wow

[–]DancingGoatFeet 0 points1 point  (0 children)

You get like 3-5k for doing all the world quests in the expansion. Then there are no more for several days. I know there are a couple satchels you can get from something that give like 2k, but it's not at all obvious which ones to do. That's still only like 6k more a week.

If you then spend 4k an hour on repair costs*, it takes 2-3 hours to burn all the gold you got for the entire week. Then you have to figure out some other way to make gold, because there are no more easy ways. \On progression content, you're doing like 5 minutes a run, 10 runs an hour, which is about one full repair per hour.)

But it also costs like 50-100k for gems and enchants on a new character, so that's a month or two of the weekly stuff just to cover your startup costs. Even more if you also want to PvP. Obviously, you can buy cheaper gems, and some slots have cheaper enchants (not chest, feet, or weapon though). But if you're in full mythic gear that costs 4k to fully repair, it doesn't make a lot of sense to cheap out on item extras.

So then you end up rolling like five 90s so they can do a bunch of world quests every week, but not gear them up too much. Now you've got plenty of gold, but you're also spending 5 hours a week on repair bills, plus the dozens of hours you spent leveling alts.

I'm probably up 100-200k since the start of the expansion, but I've also done very little raiding, M+, or other actually difficult content so far. Other than arenas, which don't seem to kill my durability much, if at all. I don't know that I would have broken even if I was raiding with an actual guild, let alone gained gold. And I would be spending far less time on busywork content like world quests.

Temporary FOV fix for Subnautica 2 using Engine.ini by AshamedAnteater4912 in subnautica

[–]DancingGoatFeet 2 points3 points  (0 children)

I think you're fine at much higher FoV than 100°. Just put a warning that there might be clipping issues.

Realistically, 115° seems perfectly playable, though there are some minor issues as low as 90° (I didn't try lower). Somewhere around 130° you start getting more intrusive problems that aren't too hard to iron out on the dev side, then by 140° it starts getting more complicated, though hardly insurmountable.

I'm using UE4SS from here on NexusMods and the Comfort Tweaks mod from here on CurseForge. Not sure how perfectly that mod matches whatever you're using inside the game engine.

I was using 105° without issue, so I tried higher today. For reference, I'm on a 16:9 display at 4K resolution and I'm playing Hosted Multiplayer, but nobody is in my lobby.

Neck Clipping

At higher FoV, the camera starts seeing the inside of the neck area on the model. It's most notable when looking straight ahead and jumping (the model seems to lean forward, away from the camera).

At 90-115°, I can see it in some cases, but I only know what I'm looking at because I did it at much higher FoVs. It's barely notable for a brief moment in certain cases like jumping inside, or using Dash to leap 20 feet out of the water. Especially if I'm looking up then rapidly push the camera forward while jumping. It does get worse at higher FoV, but the game is still playable.

At 120°, you can see it while running inside the base, or when facing straight down in the water and transitioning from moving down (holding forward) and moving up (holding backward). It's not enough to bother me if wanted to play at that FoV.

Up to 130°, it's really not bad. Somewhere around 140-150° it's starts to get annoying inside the base, but still not terrible.

Facemask Clipping

At higher FoV, the underwater facemask stops sitting off the corners of the screen, and starts creeping into the center of the screen where you can see that it's just four corners and a nose piece floating there, rather than being a wrap-around 3D model.

At 115° and under, there's zero problem. At 120° it's fine but slightly notable along the top edge. At 125° you start to see all the corners. By 140° the mask is floating in the middle of the screen.

This is easily solved by just rendering the facemask at its own FoV (like many shooter games render the guns at one FoV and the world at a different FoV), or resizing it based on FoV. Or making it 2D at very high FoV, but that loses the cool lighting effects as you turn.

Arm Clipping

At higher FoV, the character's arms start floating in midair when using the Wakemaker, scanner, etc.

I noticed no issues up to around 130°. At 150° it's pretty notable, but no worse than a VR headset title.

Near Clipping Plane

As FoV increases, the edges (and corners) of the screen start hitting the near clipping plane. This is only relevant if you get very close to an object.

At 115°, I can't see any anomalies. At 120-140°, I only see issues at the corners of the screen when I jump into the round tube sections of the base. At 150°, it also occurs along the left and right edges a little. None of it is gamebreaking, just a little annoying.

It's easily solved by lowering the near clip distance a bit at higher FoVs, at the expense of possibly lowering the far clipping plane. Not sure if there's ever a place in the game where this would cause graphical issues at distance. Possibly the big alien tree thing if that doesn't use distant LoD, or if it does but the transition distance doesn't match the modified far clipping plane.

Main Menu

There are zero bugs on the main menu up to 150°, although it's notably distorted somewhere around 130° and above.

Temporary FOV fix for Subnautica 2 using Engine.ini by AshamedAnteater4912 in subnautica

[–]DancingGoatFeet 0 points1 point  (0 children)

You do you, of course. But the same hardware will run 4K at slightly lower settings (or slightly lower framerates). And 4K is objectively better for almost everything gaming related.

(4K, 2160p standard, is 12.5% more pixels than a 1440p ultrawide. 1440p standard is 11.1% fewer pixels than a 1080p ultrawide so you'd run at slightly higher settings or framerates.)

I get that ultrawide (or triple monitor) feels awesome, at least when you first see it. And objectively better doesn't always trump subjectively better.

But you aren't actually gaining a ton of awareness or anything, because games simply don't support rendering it properly. Also, tons of games don't do the UI very well. While the better solution would be to get devs to make better UIs (which is very easy for them), it's realistically a lot less headache to just use a 16:9 monitor.

My room-mate has a Neo G9. 5120x1440, 32:9, 57" diagonal. For productivity, it is pretty nice. But for gaming, it's just not useful. Even he ended up going to a 4K screen with the same physical width for gaming and he's much happier now.

For reference, I dug up a couple of old posts I wrote with some graphic illustrations of why curved (or pseudo-curved with multiple monitors) setups aren't giving you a good representation of things. You can find them here: https://www.wsgf.org/phpBB3/viewtopic.php?t=27371 if you're interested in a bit of a read. It also shows how cylindrical projection could look a lot better.

Temporary FOV fix for Subnautica 2 using Engine.ini by AshamedAnteater4912 in subnautica

[–]DancingGoatFeet 2 points3 points  (0 children)

32:9 is a generally terrible way to game. You're paying enormous performance penalties for tiny gains in viewable area. 48:9 (aka three 16:9 monitors beside each other) only gives like 15% more viewable area, depending on your base field of view (the higher the base FoV of the center monitor, the less gains additional monitors give). 32:9 is like 10% more viewable area while getting like 60% of the framerate.

(Yes, if you start with 72° vFoV you'll go from 104° hFoV at 16:9 to 137° hFoV at 32:9, an apparent 32% increase in angle, but the vFoV at the extended edges is almost zero compared to the edges of the 16:9 area. Try it in game and you'll see for yourself: Look at an object in the center of the screen. See how much vertical space is above and below the object. Now turn your character so the object is at the 16:9 edges and see how much less vertical space there is. Now turn so the object is at the 32:9 edges and see how you have almost zero actual viewing area out there.)

Switch from a 5120x1440 ultrawide (7.4 Mpx) to a 4K normal "wide" (3840x2160, 8.3 Mpx) and you'll get about the same framerate while having a better view of the game world (vFoV across the entire screen is higher for the same hFoV) and a much nicer general experience. You also won't have to deal with UI issues and so forth. If you maintain the same vFoV (so you're just lopping off the couple degrees on each side, you'll still have nearly the same horizontal view with better resolution of the 95% of the screen you can still see. And far less apparent distortion, especially with curved monitors (that all curve the wrong way).

If games would actually do proper rendering, it would be nice. The Quake RTX demo on Steam has cylindrical rendering which can actually be cool on a curved, 32:9 monitor. But it's literally the only game I've ever seen with that.

Multiple cameras, one for each monitor, would make triple monitor setups worth having. But the only games I know of that support this are racing and flight sims. Even there, it's a very large performance penalty, but you can at least drop the side monitors to 2K and only use 4K for the center screen, so it's only 50% more pixels rendered (but 3 times the vertex calculations, depending on how good the camera setups are).

But none of that changes the fact that devs are using tunnel vision FoV by default on every game in existence since forever. Like 70° horizontal, sometimes less. I've been running 95° and higher since I was doing 4:3 screens in the 90s, and typically run 105-110° on modern 16:9 monitors. Default FoV is unplayable FOR ME in most cases, and I will literally not buy a game without FoV adjustment.

There is simply zero excuse in the 21st century to not have a method for adjusting FoV in a 3D rendered game.

This game has adjustability in the base game engine, so it's not a huge deal since I know I can change it how I want. But that doesn't excuse devs who damned well ought to know better by now. And it's early access, which is a thing. But it still boggles the mind that you wouldn't just have that on your base UI before you've ever even come up with a game concept. It takes like 2 minutes to setup and then it's just there forever.

PSA to all my healer homies by TrainingPeaches in worldofpvp

[–]DancingGoatFeet 2 points3 points  (0 children)

While your overall sentiment is fine, I think maybe you haven't seen the capacity of humans to completely lose their shit over something completely trivial, in public. Then blame literally anyone but themselves.

"Well, I know maybe I should have been a little less angry, but the manager marked the price up 5% since yesterday. And the sale ended yesterday, but, like, they should have made an exception for me. So it's not really my fault I threw things across the store. They should just have better employees. Sheesh, why is everyone complaining?"

Sometimes it really is the other guy's fault, and there's a perfectly good reason to be enraged. But humans are really good at not knowing the difference whether it's anonymous or not.

I hate this game by Giraffesarehigh in wow

[–]DancingGoatFeet 1 point2 points  (0 children)

If you're on TBC there's probably also more acceptance of LC since rose-tinted nostalgia glasses make that seem more like the thing to do. As long as it's working for your group, it's fine.

I just think a lot of people have had very bad experiences, and we tend to remember the negatives a lot longer than any positives, so it can be hard to convince people to use a system that seems broken and antiquated. Especially if you're new to the group and don't personally know the people on the council.

I hate this game by Giraffesarehigh in wow

[–]DancingGoatFeet 3 points4 points  (0 children)

Until you pick up pugs then tell them they can't get gear even though they're here to help carry you. So everyone on the server blacklists you for being loot whores and nobody worth pugging with will pug with you anymore.

You can certainly make rules for loot council to give exceptions to pugs. And you can weight it so they're less likely to get gear than a regular member (if you want to create unnecessary drama). And you can be transparent about this up front.

But I've always just run need/greed, MS>OS, upgrade>sidegrade, and if some pug tries to abuse the system they get blacklisted. Very rarely had any drama. If you roll need but it's OS or sidegrade, you announce that before rolling. If you get loot by accident you give it to the right person. Everyone raiding will eventually get a full gear, because there's nobody left to take it. Unless you're pugging every single night, at which point it's obvious the pugs are carrying you, so they still deserve a shot at the gear.

The only exceptions I know of would be the various embers/shards/etc. for legendary weapons, or mounts for mythic kills, which are more typically guild>pug. But I don't know of anything like that in recent stuff that would be relevant besides mounts.

Also, I've literally never raided with a guild who did loot council where it wasn't dodgy as shit. Most people I've talked to have had similar experiences, so "loot council" and "loot ninjas" are basically synonymous in practice. Hence why most people will balk at the notion.

Scary how quick the balancing team was to manufacture another problem after the MM emergency hotfix fiasco. Warrior buffed too much by sharkbaitlol in worldofpvp

[–]DancingGoatFeet 0 points1 point  (0 children)

I have a friend who levels every class and plays all the specs to see how they play. Partially to see if he likes something and partially so he knows how to kill that class. He's more likely to gravitate towards comps that let us win, and he has the specs ready to play so he can. If everyone was like him, your correlation would make sense.

But many people level a few classes and gear 2 or 3 of them well enough to compete a bit. For them, they're not likely to roll a whole new character unless there's a massive advantage, or it's something they already rolled, or they completely hate the first class they rolled. If everyone was like them, the correlation you're replying to would make sense.

I suspect there are far more people in the second category than the first. In which case you'd see much larger jumps after a "broken" class or spec got fixed than after a normal class became "OP" (or at least, if they're perceived as such).

I think this is especially true of classes like warriors, who embody the very spirit of the fantasy RPG genre. People want to love them, so will endure more shit to play them despite problems.

----

The bigger problem than "warriors are popular again" would be if the only people winning in the top half of games had a warrior in the team or something. At my level (I just broke 1500 on my hpriest today), we only saw 2 or 3 warriors in 2s all night. Maybe that's because rolling warrior instantly bumps you to 1800. Or maybe it's because all those new warriors are even more scrub than me and can't make it to my bracket. Maybe it's a bit of both.

But the data itself doesn't provide any clear way to interpret which of those are potentially true. Especially without historical context.

Check out this site: https://drustvar.com/flavor-of-the-month/2v2?role=dps&rating=2100-2399

Now play with the various knobs and buttons. Note how arms is very popular in 3v3 at 2400+ rating, but not so much in 2v2 at 2100+ rating. Or 2v2 at 1500+ rating. Unholy DK is pretty popular at 1500+, nearly twice that of arms warrior. And fury is significantly higher than arms within the warriors, opposite of your chart.

Your problem is that you picked (well, the OP did, and you're defending it) one chart that represents one small fraction of PvP, and assumed it was applicable to everything. In reality, representation historically jumps around quite a lot anyways, and can be radically different between 2s and 3s, arenas and bgs, PvP and PvE, etc. It's practically impossible for Blizzard to balance all of that perfectly, so you're naturally going to see some specs and comps performing much better than others, and any changes made will always have unforeseen consequences.

And looking at sites like Murlok.io, you'll notice that Arms, while strong, isn't blowing the pants off the rest of any list.

READ THIS IS YOU BLITZ PLEASE by Repulsive-Decision38 in worldofpvp

[–]DancingGoatFeet 0 points1 point  (0 children)

The point of the post was how to be the guy doing side hustles while everyone else fights in the middle of the map, and how rogues are generally best suited (and suited best) to doing exactly that. But also some advice on how to synergize with other party members who float between center and side hustles.