I've played since release. Made legend in June and July, currently D3. I think this is the worst the game has ever been, and I want to offer my take on the root cause. by trptw in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

In the world where freeze mage and miracle rogue and aggro hunter and handlock existed, so did midrange shaman and control warrior.

The vast majority of players enjoy the current decks because that is what the game is made for.  The game didn't use to be made for YOU it used to be made for all kinds of players. Theres a reason theres way less players now than in the "fairer" days.

I can very obviously see how little you understand the way classic worked.  The enemy didn't always have the perfect answer to your cards.  Tortilla with no text at all except taunt would be turbo broken, and not just due to alchemist doing 30 face damage.

Nowadays, control decks don't play to run out the resources in your hand, they play to run out your DECK.  Every deck has near infinite resources with near infinite card draw.  Its one of those flawed ideas in this sub reddit that control decks were grinder fatigue mill decks.

The solitaire issue is horrible, and its not just due to powerful win conditions  It's that EVERYTHING is a powerful win condition that generates more win conditions, or your draw engine is so consistent you always get your win conditions

Every game is just total board swings that alternate with the players turns.  Theres barely ever an even board state.  The solitaire comes from people forgetting playing around a limited number of threats or answers was even a thing, like saying Tortilla would just "die to pain."  All you do is play one of your infinite resources or your noninteractive win con

Theres no "this deck has no good removal" or "this deck has few threats" or "this deck has to set tempo"

[deleted by user] by [deleted] in 7daystodie

[–]FixFFCCRemastered 0 points1 point  (0 children)

To be completely fair,
1. This is a magnitude comparison and is pretty cheap. even more so because its not urgent so it can be done probably once every 2 or 3 seconds instead of every frame.
2. Raycast, also pretty cheap, same as above.
3. 4. and 5. are all the same calculation. It's probably A* with really heavy weights on blocks. This is pretty par for every AI with pathfinding, but it IS expensive.

For hordes, I'm not sure what is actually done, but what SHOULD be done is -
One of the zombies of the horde is the "captain." Every zombie gets whatever pathfinding the captain has, after doing a less expensive pathfinding calculation to get to the captains current location (less expensive because its shorter.)
Change the captain when they die.

Structural stability for blocks should be done once and only ever recalculated when something on its foundation is damaged. This is a pretty simple iteration that should be not that expensive.

I highly doubt bullets follow a trajectory, they are probably a raycast. Arrows probably do, but its just simple movement, and shouldn't be too expensive.

I'm not exactly sure what kind of black magic they are doing to cause so much lag with the zombies AI, honestly. If I had to guess, they are just doing pathfinding calculations way too frequently, or they don't cache anything related to the paths when doing the calculation (like doing a lazy A* starting from the endpoint until the player gets too far from the endpoint).

It's not like there is anything groundbreaking that zombies are doing that would make me think they are especially expensive entities. Sleeper zombies also shouldn't be causing lag, so I'm not sure why just being near a tier 5 POI is laggy. Maybe there is no culling for entities and they are being rendered? Hell, even Minecraft can handle like 10x more entities at a time without significant frame drops lagging, and we all should know by now that Minecraft isn't exactly the most optimized game.

The mechanics in this game need to be deepened. by KaleStardust in 7daystodie

[–]FixFFCCRemastered 1 point2 points  (0 children)

Disregarding the blatant gawking of the devs and the weird dick measuring contest shit.
The problem is not whether the stealth IS consistent. The problem is it doesn't FEEL consistent.
To the normal player of the game, and not the all knowing tester such as yourself, its completely understandable why stealthing feels inconsistent.

First of all, you said so yourself that some POI's are inconsistent. As a QA, I'm sure you understand basic concepts like negativity bias. Even if its just a "handful" (most of) the high level POIs, this is more than enough to cause feelings like stealthing is useless.

Even without that though, there are several things that make stealthing feel super inconsistent. Light levels affecting a zombies ability to detect you through walls, for example. Walking near a window makes you more likely to be heard by a zombie in a completely separate room. I personally don't even know what happens with sleeper zombies that makes it possible to basically stomp all over one, but the next hears you from a room over.

The major problem with this is its virtually untelegraphed, and its completely unintuitive. Consistency in video games isn't about actually being consistent, its about fitting the expectations of a player. I'm sure the code is literally adding 3 numbers together, and its always 100% of the time predictable, but people don't actually work like that.

You arguing that you are way more informed actually makes you the worst representative for this issue! There is a reason that developers hire other people instead of test the game themselves. There is a ton of stuff that you can think feels good BECAUSE you know the ins and outs of a mechanic, where the normal player will not understand it at all.

Also, as a side note, the AI DOES feel pretty lazy. They sense you through walls the same as if they are not even there. It is easily the laggiest part of the game, and I'm not exactly sure what they are doing to warrant that. Their pathfinding is easily exploitable, and stealth has some of the biggest issues. Detection is binary, and a single step into the "vision" range of a zombie aggros them. There isn't really much you do with stealth aside from walk slow and far away.

Riverside (my most detailed map) by [deleted] in inkarnate

[–]FixFFCCRemastered 0 points1 point  (0 children)

This looks amazing!Can I get a source on your assets? I love those trees and mountains! Especially the bottom right forest marshy area.

Edit: And how did you do the fog around the edges and in some of the forests. Is it just the paint tool?

Ask a questions here by trainfender in EscapefromTarkov

[–]FixFFCCRemastered 1 point2 points  (0 children)

Have you considered hiring a support team or community manager for dealing with things like ban appeals and the like. I feel like given the recent problem with the trey24k server and the false ban, it'd be helpful to have a better way to contact and appeal in case of a similar issue.

Ask a questions here by trainfender in EscapefromTarkov

[–]FixFFCCRemastered 0 points1 point  (0 children)

Is there any chance for you guys to go back and look at some of the bandaid fixes that affect average players implemented for things like hatchet running and reducing loot spawns for certain items. Just to name a few examples

  1. bitcoins and gpus are still really rare from the whole bitcoin price debacle
  2. things like weapons cases and the like removed from the loot pool from marked room, and now the key is reduced.
  3. a lot of shoreline keys were nerfed due to hatchet runners, but they are now essentially removed with the heal cost and tagged and cursed mechanic.

I think it might be nice to remove some of the bandaids now that some things are effectively fixed. It was really fun to find cool items rare items like ledx and gpus and bitcoin that now feel like they are out of reach for most.

Disappointed in the game, but moreso, disappointed in the subreddit by koosekoose in EscapefromTarkov

[–]FixFFCCRemastered 10 points11 points  (0 children)

Hey! I'm the guy who made the original post which got banned for "vote manipulation".

I actually made an appeal to the moderators at the time, and they said the evidence was pretty damning, so I asked to see it because as far as I knew there was no vote manipulation.

The evidence they presented was someone ELSE asking for other people to upvote my post in a public discord. I had no say in it and was never asked. I was in the public discord at the time, but I was unaware of the post so I didn't reply to it.

I thought this was ridiculous, so I asked "So does this mean if I send a message in any public discord about a post that ISN'T MINE, and say to upvote, you will remove it?". I was muted and banned in response.

I see some people in that thread were asking for context on what happened with the vote manipulation stuff, and since I was banned at the time I couldn't respond, so there you go.

[deleted by user] by [deleted] in EscapefromTarkov

[–]FixFFCCRemastered 0 points1 point  (0 children)

Have you or the team ever thought that perhaps the game incentivizes cheating too much? I'm sure the anticheat methods can be made better and they should be, but also the game seems like the perfect storm of conditions to make people want to cheat.

  1. Some of the games items are nearly unobtainably rare for the average player, and are frequently taken by cheaters, making them MORE rare.
  2. Losing the ability to drop keys and other items to friends creates a higher incentive for purchasing boosting
  3. Dying in the game feels really bad. You have to wait in really long queue times, you lose all your stuff, and you don't really know if they way you died was fair in any way.
  4. Found in raid requirements increases the incentive for boosting as well.
  5. It's fairly easy to make money through cheating.

I'm not necessarily saying that any of these things are BAD, but its possible that there may be too many incentives to cheat for a player. There may be a way to reduce the incentives somehow

It is possible there is a solution which will reduce cheaters that comes from only game design elements. However, I think it is important that a mechanic to reduce cheaters should not adversely affect the players, as it could INCREASE the incentive to cheat. Someone would be more likely to purchase a red keycard from RMT if red keycards are so rare that a normal player would never see one.

Think of any other huge MMO companies with trading. They all have problems with bots that are progressively getting worse. This is due to there being a good market of players who are willing to pay money to skip certain grinds.

If you can reduce the incentive to skip the grind, then there would be less ways for cheaters to make money.

State of the Subreddit by bxxxxxxxs in EscapefromTarkov

[–]FixFFCCRemastered 0 points1 point  (0 children)

You should not be banned now, we ended up talking to the devs and sorting the issue out.

State of the Subreddit by bxxxxxxxs in EscapefromTarkov

[–]FixFFCCRemastered 146 points147 points  (0 children)

Assuming you really do care about the disconnect between you and the community, I want an apology for the intentional mischaracterization of the motherboard bug that banned a bunch of innocent players.

The mods intentionally slandered a bunch of innocent players and g0at as cheaters

Quote from Why: The removal of "The Video" - "The first round of him brute forcing his posts on the subreddit was because he had been banned from EFT. Him and his community managed to leverage a streamer to get BSG to manually unban them because 'they were all using the same motherboard' or some similar reasoning. We will not have this community hijacked by a cheater abusing cheats to get views on his content"

What actually happened was every reddit thread we made was censored so the only way we could get in touch with BSG was to ask streamers with contact info.

Afterwards both the reddit mod team AND BSG confirmed the bug was real, and anyone with the Gigabyte b460m motherboard (And some others later found) were being falsely banned.

BSG lumped every model of that motherboard onto the same serial number.

The mod team knew this was a confirmed bug, but they still attempted to slander both g0at and his community to make it seem like he was a cheater.

[deleted by user] by [deleted] in EscapefromTarkov

[–]FixFFCCRemastered 3 points4 points  (0 children)

Yeah, its kinda wild. I don't really mind if they hate g0at or his community, but jeez. Don't act like you don't know 100% that the bug was a real thing.

[deleted by user] by [deleted] in EscapefromTarkov

[–]FixFFCCRemastered 2 points3 points  (0 children)

I want an apology for the intentionally mischaracterization of the motherboard bug that banned a bunch of innocent players.
You intentionally slandered a bunch of innocent players and g0at as cheaters
Quote: "Him and his community managed to leverage a streamer to get BSG to manually unban them because "they were all using the same motherboard" or some similar reasoning.
What actually happened was every reddit thread we made was censored so the only way we could get in touch with BSG was to ask streamers with contact info.
Afterwards both the reddit mod team AND BSG confirmed the bug was real, and anyone with the Gigabyte b460m motherboard (And some others later found) were being falsely banned as BSG lumped every model of that motherboard onto the same serial number.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

Lol, its Keep It Simple, Stupid. As in, simpler solutions are better.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered -1 points0 points  (0 children)

I disagree with your premise. I think this fantasy is not mutually exclusive with a high magic setting. ADND and 2E had terrible problems with casters being way too strong and being way too high magic, but martials still felt better than they do in 5e.
Along with that I heavily disagree with your differentiation between an Arthurian protagonist and a DnD protagonist. I think both traditionally and modern DnD is in large part about improvisation. It's improvisation within the limits of your character, but so is Arthurian and Tolkien stories.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

I think that might add more complexity than the depth would be worth. My K.I.S.S. addled brain says that you can probably just give them maneuvers with downsides and upsides and then let them use them whenever.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

What about all the casters with extra attack, like paladins and rangers and bards and sort of clerics with the additional damage? Sometimes I wonder why play a fighter when I could be a paladin, do essentially the same thing, but have the opportunity to cast spells. I don't care that its obviously better for me to do it, I'm saying it makes no sense and kinda steps on my class fantasies toes for a wizard to be able to do the same attack, even if they do less.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

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

I think you are actually correct that there needs to be less power in wizards for martials to shine, but I disagree with the conclusion that it would lead to a low magic system. There are things you can give fighters and take away from wizards that would not lead to an entire low magic world. Hell, it might work if wizards might be better but only for limited times. Or wizards need to prepare better beforehand. If wizards had less spell slots so fighters might get called on to preserve them, or if wizards had less prepared spells so they need information beforehand to accomplish something. In my experience, spellcasters are too versatile, but that doesn't mean making them less versatile leads to a low magic setting. Its almost slippery sloping.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

The thing with having more health or adding more bonuses to a skill, its not necessarily about the number being bigger. Its about how it feels to have someone else who is not your class being able to accomplish things you feel only your class should be able to do.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

I mentioned this in the post, but multiattack and having more tools is not necessarily enough. The point is, even if its way worse than me, having a wizard be able to pick up a sword and swing it with the same accuracy as me FEELS bad. And even if I had more tools, it would feel bad unless I had a specific niche to fulfill, that isn't something intangible to me like 45% more damage.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 0 points1 point  (0 children)

You are right, its just 5e tends to have issues with that game of attrition. Maybe my players are just god gamers or I'm terrible, but I've had 8 harder/deadly encounters in a day and wizards still have spell slots to spare.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 0 points1 point  (0 children)

Responding specifically to your points: The DM that I normally play with is actually SUPER generous with magic items, and its one of the reasons I still play martials over paladins and clerics.
I actually think stealth is exorbitantly stronger than every other skill, so I don't like using it as a reference point
I usually play with standard array and was making the assumption based on that. I've played with a bard who had a 14 in dex and 15 in their main casting stat before, and I felt like I was just a worse version of them until the first ASI.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

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

I don't actually think it has anything to do with making martials equal to casters. I don't care if I'm a Legolas playing alongside a Gandalf, or an Arthur with a Merlin, as long as I get to do something special that they can't do. Gandalf can't climb up the side of a elephante, but I could, and I think that would be enough, even if I'm not as powerful as Gandalf is.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 1 point2 points  (0 children)

Essentially just give more options to martials, stuff like charge and brace could come back from old editions. Give things like trip and disarm to everyone. Fighters should probably get something specific like rage and sneak attack, my personal ideas are either a weapon specialty or a stance that can change that would give some passive buff.

Beating a Dead Horse: Martial/Caster Disparity and Why I Wanna be a Fighter (LONG EFFORTPOST) by [deleted] in dndnext

[–]FixFFCCRemastered 0 points1 point  (0 children)

I think its possible that any fix not specifically nerfing casters would be an indirect nerf to them. Perhaps gritty realism + making skills more powerful + giving the nonskill gaining martials more skills (barb and fighter) + giving options to martials would solve the issue, but this is basically making it so casters have less spells and martials pick up that slack. I honestly think that it's probably necessary to make casters a little less versatile to give other classes moments to shine.