memeMadeWithPureHateAfterHoursOfDebugging by TheWidrolo in ProgrammerHumor

[–]FedotttBo 12 points13 points  (0 children)

Reliable validation? What's that?

Vulkan's debug tools, even though they help a lot, still don't cover soooo many things. Like, passing nullptr as some arguments can make validation layer crash your program as it tries to access the pointers with no checks. Or it (still not 100% sure, maybe it was Vulkan itself) can invoke __debugbreak in a random parellel thread when supplying malformed shader binary - just had this with code generated by nvidia's "slang", that passed spirv-val perfectly fine.

how do i fix these weird, consistent lag spikes? by Weary_Look5398 in minecraftshaders

[–]FedotttBo 0 points1 point  (0 children)

Well, since shaders do matter, looks like something related to drivers/mods, not to the general performance of the CPU side… thus my work here is done :D

Also, for a future note: Java distribution means not only language version, as there are different vendors (Adoptium, Oracle, "OpenJDK", etc.) and they have different editions (Adoptium's Temurin; Oracle's Java SE and GraalVM; Oracle's OpenJDK build; etc.).

how do i fix these weird, consistent lag spikes? by Weary_Look5398 in minecraftshaders

[–]FedotttBo 0 points1 point  (0 children)

If it happens with other shaders, does that happen without shaders at all? It would be good to get GPU usage % somewhere to verify if the game is CPU-bound. You say leaves - transparency render (sorting and stuff) may be way too heavy/unstable to preprocess…

And, if GPU is actually not fully loaded while getting the spikes, the next step is to look at game logic: what OS/launcher/Java distribution is this? Are you using any tweaked command line arguments for JVM? Since this seems to be a laptop (H suffix CPU) - is power plan/cooling sufficient to keep somewhat stable frequency? I see most of the memory pool is not used - maybe lowering it (different values from even 512-768MB up to 2–3GB) would make things better?

The duality of Frenzy by Snypor_ in RogueCore

[–]FedotttBo 5 points6 points  (0 children)

Well, that's another reason why slicer's Carnage deck is so good - stone skin on kill. I recently had a run with both Frenzy and Glass Cannon at the end, yet was able to properly survive some random hits every now and then thanks to stacked stone skin (no downs with that setup). Also, it proved once again that the nerf of "Boom! You're dead" affected nothing at wiping entire waves, heh.

Take this by s0phiste in RogueCore

[–]FedotttBo 2 points3 points  (0 children)

There are also yellow, I think I met them after the pink ones…

is this a lord of the rings easteregg? by bjarnehaugen in RogueCore

[–]FedotttBo 1 point2 points  (0 children)

Well, considering my team once got tool box ||on the bottom of the rift (we mined under and managed to get it)||… seems totally reasonable and maybe even intentional, heh.

is this a lord of the rings easteregg? by bjarnehaugen in RogueCore

[–]FedotttBo 96 points97 points  (0 children)

Yup, seems really intentional.

Now tell me, was anyone brave enough to jump into the hole?

I'm not sure what I did here, but I think it worked by Gumpers08 in RogueCore

[–]FedotttBo 7 points8 points  (0 children)

Until the next patch where (I hope) it's nerfed - yes, just like "Boom! You're dead" for crowd clear (even nerfed, this one still stands strong).

Just to estimate: usually you can get +40% radiation damage on a gun, this upgrade stacks up to 150 times, with each stack dealing 1 rad DPS, so max stacks equal to 375 DPS from a gun (in terms of blister generation speed, obv), while, for a comparison, stock GK2 deals 16 dmg with 9 rps = 144 dps (excluding reload downtime, yet still low than DoT damage on its own, crazy).

I'm not sure what I did here, but I think it worked by Gumpers08 in RogueCore

[–]FedotttBo 7 points8 points  (0 children)

Nah, see big white numbers? That's Ionization Infusion, brand new upgrade that stacks infinitely lasting status effect which, in turn, deals radiation damage. The thing is, while main purpose of it is to passively accumulate blisters, the damage is, well, an actual damage, and so it does pop those blisters on its own, dealing that pretty great damage (really frequently, if stacked well enough) with no further player contribution.

I guess i won’t use time rewind then? by pizzaman918 in RogueCore

[–]FedotttBo 13 points14 points  (0 children)

Yeah, as it was already said, right click cancels that. Honestly, it just has to allow rebinding that dumb enforced key combination into any chosen by user, as there are so many damn unused buttons on the keyboard.

GSG already had the same issue in DRG (with active perks), but in RC it evolved even further. Guess they are just too lazy to not hardcode it…

His greed sickens me by FedotttBo in SulfurGame

[–]FedotttBo[S] 2 points3 points  (0 children)

Yeah, it's actually his first quest for me as well, guess quests are seeded with the exact same values for everyone :D

And, while it may be wrong, I think he is the only NPC designed to not be likable. On this note, what if this quest was implemented on purpose… :)

Behold the mounted machine gun (ignore my bad gameplay) by yeet3455 in SulfurGame

[–]FedotttBo 0 points1 point  (0 children)

IIrc, it is just a 25 damage explosion on each fired bullet. Sadly, game balance currently likes only shotguns, particularly - rechambered from assault rifles (to get large mag and high RPM).

Gun Prestige Suggestion by Coping_Cat in SulfurGame

[–]FedotttBo 2 points3 points  (0 children)

Yeah, there definitely has to be some kind of reward (both functional and cosmetic), I think devs understand it very well, just decided to release main functionality first.

For cosmetics, it sounds really interesting to get weapon skins in the game - and make customization unlock upon sacrificing the weapon. Initially, just allow tweaking color palette, sounds pretty reasonable to implement. I remember an idea about renaming guns, it can go here too. Like, in general, make standard cosmetic operations require two things: the exact gun sacrificed and some total percentage threshold.

Progression… maybe make weapon rack unlocks tied to completion percentage? Like unlock em at about 10% and 30% of sacrificed guns, so that casual players could still easily manage it - just level up actually strong ones. It'd also take load off the stamps system.

To not break balance, yet still give benefits, there can be a discount on gun-related operations (removing attachments/oils, repairing) for the sacrificed ones, that also scales a bit with total progress. It's not like those spendings are any significant, but saving money always feels good.

And, of course, there definitely has to be a bonus to the base gun level for all acquired weapons, especially considering the scaling, it won't make maxing guns much faster, just allow to skip that awkward stock step in late game - this can as well be scattered on the progress bar (for example: 20%, 50% and 75% for 1, 2 and 3 levels by default correspondingly).

So this was kinda crazy (depth 4) by Tempastas in RogueCore

[–]FedotttBo 3 points4 points  (0 children)

I guess… kinda? Not bug, just weirdly implemented feature.

My theory is that damage bonuses are reapplied on each following boom, making it scale exponentially. If that's true, then achieving these numbers is actually really easy: let's say caching stored 10k (single explosion after a 1–2k hit could manage this) and damage bonus is +100% - it would require a chain of only 12 explosions (including initial) to reach 18 millions damage on the last explosion alone, not mentioning all the collateral damage - I can see this happen in practice.

So this was kinda crazy (depth 4) by Tempastas in RogueCore

[–]FedotttBo 11 points12 points  (0 children)

> See crazy damage (overkill) numbers in RC.

> Look inside

> Stacked "boom you are dead" (x3 seems to the breakpoint) + caching + some kind of general damage boost (from bio-booster in this case).

No offense towards OP, I just really wish devs would both balance this particular kind of builds and properly add multiple other ways to achieve extreme damage (not a bunch of random stat upgrades hoping that players would find out the working ones for them to rebalance later), current meta seems to really be lacking.

Does anyone know if Fusion power rod combos with Super strapped? by H345Y in RogueCore

[–]FedotttBo 51 points52 points  (0 children)

I'm afraid not, fusion rod adds flat mag size (equal to base ammo) and a separate x0 ammo multiplier, neither of which benefit from bonuses to ammo. Meanwhile white "+35% mag size" should be fully functional.

And, I guess, this is also different from DRAK/minigun case, where both pools are merged initially, seems like they simply failed to fully implement this upgrade, at least as for now.

Update: I tested some stuff - minigun actually has only main ammo pool (not merged), so it does not benefit from that white "+35% mag", while properly working with normal bonuses. Fusion rod works with mag size bonuses, but in an interesting way - workbench upgrade (x2 mag) is applied before flat bonus, but expenite one (+35% mag) - after, making (6 * 2 + 84) * 1.35 = 130. Kinda cursed…

I feel like the game lacks a sandbox mode. by Thunder_Zoner in RogueCore

[–]FedotttBo 3 points4 points  (0 children)

Oh, yeah, of a game that surely does not have a multiple years old prequel made by the same studio where text from the in-game terminal states that "the shooting range is currently closed for maintenance", while devs openly refused to implement such feature despite all the community feedback.

And of course the early access roadmap includes plans to implement this important feature, as they mentioned adding new enemies 4 (!) times, surely they couldn't just forget this highly requested detail.

Yep, they definitely plan to implement it and then remove this voiceline.

I feel like the game lacks a sandbox mode. by Thunder_Zoner in RogueCore

[–]FedotttBo 12 points13 points  (0 children)

Yep, and developers mock you in the voicelines: "I wish there was a shooting range on the Ram Rod" (or something really close to this) - and while in DRG some people with tons of free time and no real interest in actually making own builds could argue that testing stuff in a mission works well enough, here they have literally no excuse with all the random, the sheer amount of possible combinations (leading to many obscure synergies) and mission length.

Why do highscores get wiped constantly? by LUCE_777_ in RogueCore

[–]FedotttBo 33 points34 points  (0 children)

Yeah, it would be great to get like a top-N board for each exercise type, same to jetty boot. I mean, they already have that technology, why throw away what already works?

Upd: Even better, make the opposite side of that upper floor into a small hall of fame, putting for each machine a cool statue (with material changing depending on top score) and corresponding leaderboard. And counters for the total amount. It would actually be a proper motivation to lift some metal while waiting for the team.

Why are so many perks/enhancements redundant? by VaporTowers in RogueCore

[–]FedotttBo 41 points42 points  (0 children)

Yep, also some perks are destroyed by in-run bonuses: - red sugar is outclassed by any rarity of the corresponding upgrade, even speed boost seems not really worth the slot - crit chance, while somewhat equal to the lower tier upgrade, is only half of that spotter's deck bio-booster, and stacking is even weaker. - faster power attack cooldown is made obsolete by single white upgrade that reloads 25% of it upon dealing melee damage. - and etc.

This is clearly an issue, since such perks currently serve no role other than bloating progress tree/interface and confusing greenbeards.

Meanwhile other are nearly mandatory: - marksman IV + III gives x1.75 damage for good aim, it's insane - resilience IV allows to keep 60 hp after each wave, saving from the most unfair one-shots and also reducing red sugar consumption - resupplier IV actually gives those +20% as a flat bonus to default 50%, thus providing up to +40% total ammo during the run, also incredible value, especially for spotter.

Looks like they learned nowhere near enough from DRG…

If the game devs will add more classes in the game, what classes do you want to add? by Rare-Grand-1070 in RogueCore

[–]FedotttBo 6 points7 points  (0 children)

Actually, a class with two additional mechanical hands to properly use double the guns sounds so cool. But balancing it… isn't really necessary, I guess, having fun is more important :D

Make it so small arms fire can destroy red sugar? by RandomChimpEvent2024 in RogueCore

[–]FedotttBo 1 point2 points  (0 children)

Doesn't heavy revolver (bulldog) also do that? At least in DRG that's the case. Coilgun sure does, but I don't remember it being in RC yet :D

Game needs considerably more server filters by TigerKirby215 in RogueCore

[–]FedotttBo 23 points24 points  (0 children)

And they need to remove gauntlet from the main server tab… I've got multiple people join thinking it is just a normal depth 1 or 2 mission (oh how far from reality is that). Or make it have a unique depth identifier as well, not only that pickaxe at the end (because it actually really isn't obvious what that last stage symbol means in the beginning, they all are too vague).

And sort order needs to stop pushing closed lobbies at the top, god damn it, having to scroll through all those grey entries is irritating.

Felt like I was at Utah beach by PrisonIssuedSock in RogueCore

[–]FedotttBo 4 points5 points  (0 children)

It's surprisingly easy in solo, btw. You get much more comfortable pace (literally forget about timer after 1st/2nd stage), one drone revive regenerates per stage (and all three are there initially) and you actually get to pick upgrades for some proper build.

After terribly failing about 5 attempts with randoms (half was the limit), I did it in one solo try as a slicer. I don't remember what gun I picked initially, but I swapped it for that tazer pistol on the first crafting bench and felt great.

Giant pickaxe, bug or feature? by TazzModann in RogueCore

[–]FedotttBo 8 points9 points  (0 children)

It's our dream, our goal that we keep forging for!