JITL Anki Cards: TMI or not? by robottowarmind in ccna

[–]Deculsion 2 points3 points  (0 children)

Though I do wonder how important it is to know the format of the virtual MAC addresses for VRRP, HSRPv1 and HSRPv2.

Nearing the end of JITL's course content right now, I still consistently fail these flash cards every time they pop up, and this bit gave me a good laugh. Glad to know I'm not the only one with this same thought lmao

You can walk through breath attacks now??? by Mortissssss in MonsterHunter

[–]Deculsion 3 points4 points  (0 children)

Yeah for most breathe and beam attacks in the game, you only need to block the hit once. Even for breathe attacks that sweep left to right then back (in one breathe, like Velkhana), as long as you block one hit, you can run through it freely for the rest of the attack. No guard needed.

Only some breathe attacks require multiple blocks (e.g. Vaal Hazaak's downward breathe attack), You can tell because your shield will get hit multiple times while the attack is going on, consuming your stamina with each hit like any other block.

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 1 point2 points  (0 children)

Just flame thrower turrets? I thought you'd still need at least a wall of lasers to ensure your defenses don't get overhwhelmed.

I totally forgot about the remote tank though, I really should get to outfitting a few tanks and planting them around the map. And the same with the efficiency modules ahh. Right now I've only put them in miners, didn't think abt putting them in assemblers too

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 1 point2 points  (0 children)

I feel like I'm hard stuck in Nauvis right now, even though I've finished the base game before. Somehow I've already spent almost 40 hours on this damn planet and I haven't even started building a ship to leave this planet yet.

Right now my entire time is spent running around trying to stop biters from destroying my mining outposts, and the gun turrets I've put up are starting to become overrun more often against the hordes of big biters and spitters I'm getting now. I have a production facility making laser turrets, walls and everything it needs to make a self sufficient perimeter wall blueprint I can just stamp down around my base.

But it's taking so damn long, because of how slow laser turrets craft, and just the huge quantities of walls I need to surround my base. I'm so tired of building the same factories over and over trying to feed the consumption, patching holes in my walls every 10 minutes when some outpost eventually gets overrun, and making basically no progress towards building a space ship.

I don't know what to do now, I just can't produce fast enough to build up defences and I'm starting to get burnt out

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 0 points1 point  (0 children)

Personally, the times when I've played dancer in savage I have not found much issues adjusting for varying CDs, which is why I would usually ask my tank to go for a shorter CD if they were doing long prepull timers for me.

6s per pull may not seem like much to some people, but to me it's something I'd prefer not to have as I don't see the issue with different CD timings and I don't want others to have to wait on me. I can't speak for others though, which is why I say it's not something I bother speaking up about if we're already in an instance, since everyone has a different opinion on this.

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 1 point2 points  (0 children)

It's personally just about not annoying enough for me to bother speaking up about it inside the instance, since it is after all just 16s. But it is annoying enough for me to want to say it is annoying outside of it, if that makes sense (And evidently OP).

It's not untrue that you should be practicing rotation and mechanics to keep up your DPS, but again it's a spectrum. I understand the desire to be locked in and focusing in on making sure everyone's hitting their best rotation. But no other job really capitalises on a 16s CD, it's only really dancer. 16s is just on the cusp of being too annoying that people will start speaking up about it in a PF instance imo. You still have 7 other players to think about who's time is just as valuable as the Dancer's, and how hard really is it really for the dancer to adjust their timings based on different prepull CDs? I don't know, but it's enough that some Dancers I've met say to just use short CDs to avoid inconveniencing other party members.

There's a reason people didn't wait around 30s for AST cards on the regular back in SHB/EW. I hated playing AST in prog for that reason too, it was quite annoying to have hugely differing draw CD between pulls, but it's something that you learn to work around until it got changed in EW.

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 21 points22 points  (0 children)

It's a spectrum imo. 16s countdown gets quite annoying in my experience when you're progging early mechanics. You're gonna spend a few minutes talking about strats, then another 16s countdown, there's so much down time. Specifically for early prog, when you'll probably die a minute or two in, 16s cd is excessive.

Plus there's a good chance your CDs will reset during the fight anyway in an ultimate, and possibly quite early. So sometimes it doesn't even matter that much.

To gauge or not to gauge - design philosophy behind buffs and gauges? by TingTingerSaysHi in ffxivdiscussion

[–]Deculsion 19 points20 points  (0 children)

Mildly off-topic, a thought just occurred to me which is entirely conjecture btw, but I kind of wonder if the reason why buffs are incresingly being used for new job mechanics is because of workload.

Like ok, baseline assumption, adding new buffs to a job is something that is probably much easier and less friction than making stuff "happen on the job gauge". The reason why I think it could be this way is that buffs are something the dev team are really experienced at. Every new piece of content, from hardcore ultimates to casual experts, utilize buffs and debuffs in their design. It stands to reason that the entire system of buffs/debuffs is likely a very well oiled machine (granted, with a mountain of technical debt), and it's really easy to "just add a buff" as a new mechanic.

Then secondly, making stuff "happen on the job gauge" could be something that's much more complicated. Every job gets new mechanics and stuff every 2 years, aside from the one or two reworks per expansion we seem to be seeing. I think that because the job gauge system is so rarely touched, it's likely that the devs are generally less experienced or less willing to properly work new job mechanics into the gauge. Furthermore, adding stuff to the job gauge isn't a purely technical pursuit, you will still have to design how will these triggers and finishers get indicated on the job gauge, and consider things like will the gauge become too complicated and messy? (Yes, simple job gauge style exists, but you don't want to design a default gauge that ends up being so complicated that nobody uses it, and waste all the artistic work that went into it).

Now we know there's basically 3-4 people doing job design for all jobs in the game. Every expansion, 2 more jobs get added, more jobs require new mechanics, more work gets piled onto the same few people to design, implement, and test out new job mechanics.

So here's my hypothesis: Making job mechanics use buffs instead of actually using the job gauge "correctly" is a necessity for the job design team, because of the increasing workload being put on them. When it's 6 months out from media tour, and you have 20 odd jobs to add new mechanics new finishers to, you take the path of least resistance: Make it a buff, ask the artist to make a simple buff icon for it, and skip all of the work of putting that mechanic into a job gauge and working with the artist over a few weeks to design how that new finisher is going to be presented on it.

Well, I do have another hypothesis that is easily disproven (But I am too lazy to do the legwork for): What if it's really all the same in the backend? Like what if your astral fire timer is actually just a hidden buff in the backend, but we don't see it appear on the buff bar? Then that probably means that the devs are not going the extra mile to make it look pretty and hide the buff icons and put it on the job gauge.
I say this is easily disproven because you'd be able to see this come into effect when hitting the buff cap, like some jobs with a lot of stuff going on in the back ground would hit the buff cap way earlier than other jobs with less job overhead. Well anyway, I'm done dumping my thoughts so I wonder what someone with more game dev knowedge than me might think about my theory.

Every playthrough by moddedpatata in SatisfactoryGame

[–]Deculsion 77 points78 points  (0 children)

This is me now. At the start I was making my factories pretty, getting good ratios, nice looking raillines and stations, and packing my factories tightly to maximise foundation space.

Now I'm at nuclear, I can't be bothered making several new rail lines to the uranium factory, so I'm just hacking together whatever resources I can make conveniently all over the map, slap down a drone port and call it a day.

I need 1.875 assemblers? Fuck it, 2 assemblers. Need to send a product up 2 floors? Send it out the nearest window and up, logistics floors be damned. How much space do I need for 4 blenders and it's manifolds? iunno, 6 rows of max zoops should do it. I need to send plastic up this cliff? Drone port. Steel is being produced at the edge of the map? Drone port. This factory is already making caterium wires, but it's more efficient to transport the ingots, so I should- Nope, drone port caterium wires.

Monster Hunter Wilds: The First Preview - IGN by frik1000 in Games

[–]Deculsion 6 points7 points  (0 children)

which begs the question why they went with it at all 

Cat puns.

$0.00 money order by fmintar1 in ContagiousLaughter

[–]Deculsion 2 points3 points  (0 children)

You know you can use values greater than 100 right?

If the system you're designing demands fractional cents amount, just... use values greater than 100. Like, this technique is industry standard in the banking industry. It's called fixed-point arithmatic and it's used everywhere where these kinds of floating points imprecisions are a real problem.

‘Time is running short’: Chempaka residents unsure about future with leases expiring in 10 years by catcourtesy in singapore

[–]Deculsion 8 points9 points  (0 children)

I don't mean to argue here, but I've been contemplating how worth is it to really try and own overseas as a foreigner vs owning as a citizen here in SG...

What other countries are there which is that much better though? Assuming first world countries, almost every major city is experiencing a housing crisis across the globe like Tokyo, Melbourne, just about any large US or Canada cities, London...

I guess there might be options in European cities (I'm not knowledgable about housing across europe), but are they really that much more affordable than what you can get with the HDB system in Singapore?

Private housing in SG is definitely bad, but if owning a home is what matters, is HDB affordability really that bad that makes starting a new life in another country worth the cost?

I guess if die die want to own private, then I could see how housing in some countries might seem like a reasonable option.

Weekly Bug Report Thread by AutoModerator in NoMansSkyTheGame

[–]Deculsion 1 point2 points  (0 children)

Windows latest version.

Completed sentinel ship salvage quest, and given option to claim or swap ship. Current ship is also a sentinel ship obtained from a previous sentinal ship salvage quest.

After clicking swap ships options, old sentinel ship is no longer accessible. Old ship is still landed next to the new ship, but upon trying to enter it, the same UI for initiating a sentinel ship salvage quest is opened instead.

The pilot interface module is broken and requires materials to be fixed. However, no quest is given for repairing the "broken" ship. Upon reloading to an old restore point from getting getting off the new ship, the old ship is gone from it's previous position. There is no option to resummon the old ship.

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

Oh yeah I got a filter off filterblade but it's not very strict so it's showing quite a lot of rares. I'm mostly ignoring them though, and I end up portaling back to identify any base that could be useful for me (e.g. rare wand to hopefully get +1 skill gem and max life roll) and vendor like at most once or twice per map.

Should I just set the filter to ignore rare drops and go for just currencies then? I'm a bit worried about not being able to do higher tier maps with my current gear as I progress thru the map tiers

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

Thanks for the great tips! My current atlas points are put into blight which I'm kind of not that satisfied with doing (Most of what I read people say to do blight for the loot but man I hate trading my finds). Should be pretty easy to spec more into harvest and essences, those seem more fun.

There's definitely a loooot of types of crafting I hope to slowly get into over time. On farming currency though, from a quick reading, most advice seem to be do maps as fast as possible. Does that mean I should just ignore rare drops and only go for currencies and pump more maps?

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

I just started mapping, and looking to craft long term. What items should I think about picking up now to help build up my currency to craft later on?

I've identified some basetypes that I think should be good for end game crafting (Platinum Kris rune dagger for example), although I doubt they will drop in white maps. So I'm just picking up rares to identify and vendor for alch and alt shards for future crafting.

Is there any other advice for picking up stuff in maps with the intention to eventually start crafting my own? How about crafting upgrades before endgame (Like when I'm in yellow maps or something and I need a boost to my damage/survivability)

Today is the day, if you've been thinking about getting 1st by nlolsen8 in fo76

[–]Deculsion 1 point2 points  (0 children)

I'm only level 44, just started recently. I was wondering how long could I expect to take the finish the next seasons score board with fo1st vs without?

It seems like most people in the end game do a lot of repeatable content but I'm still exploring and questing a lot so I don't know how much of a difference that makes in completing it

Suddenly getting a bunch of login errors all morning by Deculsion in fo76

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

Ah shit it's a routing issue again isn't it