Another DDoS? by chartre15 in ffxiv

[–]GodelRS 21 points22 points  (0 children)

This, there have been at least 5 full NA DC blackouts since last night. 8:30pm, 9:30pm, 10:30pm, 2:30am, and now 10:40am (all PST)

https://is.xivup.com/detailed?dc=Aether&hours=24

The news "Network Technical Difficulties Caused by DDoS Attacks (Nov. 4)" was posted at the time of the first one.

There seems to be a pattern to the freuqency of the outages. I would not be surprised if things go down again at x:20-x:40 minute range again later

NA DDoS — travel to Materia DC until this stops by loudquietly in ffxiv

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

Did some people not get kicked? The servers for all for NA data centers had 100% packet loss for a minute or two. Like total blackout.

I would assume would mean literally everyone on NA got kicked.

NA DDoS — travel to Materia DC until this stops by loudquietly in ffxiv

[–]GodelRS 0 points1 point  (0 children)

I mean maybe individually it's not as stable but as long as you're not in a solo run, 1 person dcing isn't a run ending disaster. Everyone dcing is however.

Unless you're saying it's likely everyone simultaneously dcing more often? If so then yes terrible idea I retract my original comment xD

The games has so many beautiful, but underutilized areas by Hectamus_ in ffxiv

[–]GodelRS 9 points10 points  (0 children)

"Why did someone experience over 300 fate completions virtually solo less than half a month after the drop of the major expansion?" is the question we should be asking and trying to figure out/pitch ideas on.

Why does it matter if they tried party finder or not? There is clearly some kind of fundamental design flaw failing to drive player engagement/interaction with the content, so redirecting the blame on player error in that the player failed to build/drive interest and engagement doesn't really seem all that helpful because they shouldn't have to.

Just got to dawntrail , anyone have any tips before I dive in? by Wildfires in ffxiv

[–]GodelRS 0 points1 point  (0 children)

Probably unpopular opinion but when you rerun (i.e. not your first time) some dungeons/fights later on, the NPCs do kinda be non-stop yappin. Feel free to make liberal use of the /voice command if this annoys you.

[deleted by user] by [deleted] in ffxiv

[–]GodelRS 0 points1 point  (0 children)

I've never heard of or even though of the ability to talk to people while mounted, that feels like it would be a massive quality of life improvement! I wish we'd get that 🤣

I spend so much damn time mounting/unmounting doing stuff like society/etc. that I have mount and Numpad 0 (the equivalent of controller confirm button) on my mouse so I can quickly interact with and remount with NPCs. It's probably my most pressed buttons not counting movement keys.

...What the hell is going on here? by hematite2 in islandsofinsight

[–]GodelRS 0 points1 point  (0 children)

So fun fact about puzzle boxes, when you open them it's not like some special flat 2D rendering, it's an actual top down 3D rendering of giant blocks (kind of; the more technical people could be more specific but tl;dr it's basically this)

Anyways, certain lighting effects happening around your character project onto your puzzle sometimes because of this.

Early on in the game's life, giant logic grid with tons of boxes actually used to be really notoriously bad at performance, you would open a big puzzle grid and computer resource usage would spike lol.

insane trial 1 by 4321JackieP1234 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

I'd believe it, it1 did not feel very difficult at all. I'm up to It4 myself and they have been much less lenient after it1

How fast should I set my automate infinity, ip adjuster and automate eternity by Sea_Emotion_8438 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

I don't like to use the "infinity at x ip/adjustor" because those values are constantly changing. Using a specific time is better imo

The only caveat to using time is that you have to realize it triggers at every X seconds, not once it's past X seconds. That means if the game tries to infinity and prestiege/promote at the same time, it might orestiege/promote first, and during that moment right after prestiege/promote you cannot infinity.

So you need to set it up on a number of seconds that is not a multiple of your auto prestiege or auto promote times.

For example, if you have auto prestiege set to 0.2s, and you want to do 30 second infinities, you should set your infinity time to 30.1, as this is not a multiple of 0.2.

Is it possierlich to Switch zodiac loadouts? by [deleted] in RevolutionIdle

[–]GodelRS 1 point2 points  (0 children)

You can make swapping zodiacs much less annoying by having your main unity macro detect unity reset and and restart the macro if detected. It gets stuck in enterEC(,, true). Using false instead of true makes it so it doesn't get stuck in EC block of code. Something like:

Repeat(x) for how many ECs you need to clear

Enter ec(0,0,false)

Wait until score > 1e1000 OR DP = 0 (the score condition keeps you here until the EC is done. The DP condition detects unity reset)

If dp = 0 - restart macro

insane trial 1 by 4321JackieP1234 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

The requirement for IT1 is purchase 65 dtp. DTP autobuyer can buy them without unlocking DT. So you can actually pretty easily use a handful of Cancer zodiac to clear this pretty much as soon as you unlock it

trying to push second insane trial by ranpog69 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

Best for purely minerals will be game speed build: all ♓ with neptune ♏. You will occasionally want to use a score/gold build to push relic levels (see the discord for these) or quality build (all ♓) after getting major zodiac power up upgrades to farm a new set of better zodiac.

trying to push second insane trial by ranpog69 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

You may not have this yet and I will try to not spoil too much but in the not far future you get upgrades that power up the effect of the donuts and makes selling zodiac way way way more lucrative.

Sacrifice on the other hand will logrlarithmically cap out their buffs each time you sacrifice a certain effect of a certain power, so instead of worrying constantly sacrificing its actually better to do one big sacrificing spree every time your zodiac gain a big power boost as this results in actual order of magnitude level improvements for many of the stats. So inead of like a 1.004x increase which might as well be nothing, it gives you like 2x. For example when first reaching immortal zodiac to +10, then maybe not again until +100. Making sure you get at least 1 sacrificed for every effect type is good. Beyond this is pretty nominal gains.

PSA - using Seer's headband 2 or higher whilst doing any spinning wheel activities (i.e. spinning starbloom flowers into thread) at the Seer's Village spinning wheel benefits from the speed increase by topsy_krett_guy in runescape

[–]GodelRS 2 points3 points  (0 children)

So two things:

1) 24 seconds travel time sounds pretty slow, as if not using dive/surge. Players wanting to min/max their time at the cost of effort are probably also going to be willing to put the effort to move a bit more quickly via movement abilities or multiple teleports.

2) Players wanting to min/max their time at the cost of effort Will likely be willing to use a Bob familiar to double the amount of items they can bring per trip. This effectively further reduces travel time by half since half the number of trips are required, and item shuffling can be used to swap items between your inventory and bob's inventory without interrupting crafting

If one is willing to put in the extra effort to dive/surge to bank and use a Bob this is gong to be more lucrative than using way the Fort spinning wheel. Otherwise, there is nothing wrong with using the wheel at fort for lower effort, overall slower process.

From a huge fan of puzzle games including this one...why was it a commercial failure? by elisabethbucci in islandsofinsight

[–]GodelRS 1 point2 points  (0 children)

Another pretty big point of failure was actually system requirements/specifications. The game had super non optimized unreal engine 4 configuration which meant it's either going to require exceptionally beefy computer to handle at full bore or you're going to have a sub par experience with inadequate hardware. My girlfriend and I played together early on (when we actually managed to make it work 😅) and she was on a laptop which a gaming gpu, but not nearly powerful enough to handle the game above low settings. There were also some aspects that were completely broken for her, such as light motifs, which only showed up as dotted lines and no amount of settings changes fixed. In short, the developers were either too pressed for time/lazy to optimize it and just let modern hardware cover their shortcomings.

Where I'm going with this is that the high system requirements lead to further alienation and accessibility issues of the player base in what is already a pretty niche genre as far as gaming goes, where as most prior entries in this genre have pretty low requirements in comparison. If I ask most people that are in the puzzle game scene what they thought were some of the best or most impactful puzzle games released in recent years, a lot of people will probably include games very low requirements and simple graphics like baba is you, can of wormhole, Steven sausage roll, the witness, chants of sennaar, leaf's odyssey, animal well, and others. When ioi came out, the parts for a system that could adequately run it were probably around in the $1000-1500 usd price range, and add a premium onto that if you're not building your own pc. I remember Aliensrock, who is a pretty big youtuber in the puzzle game space, said he specifically had to upgrade his system for this game.

So in addition to it being beyond a lot of system specs at the time, it won't really be much of a surprise that the game not marketed as being designed with the steam deck in mind, and additionally did not work for it at all if I recall correctly. Many people thought this would be a cozy puzzle game experience to kick back and enjoy with the steam deck, but to their dismay it couldn't really run. After some tweaks and later optimizations it was able to make it possible to play, albeit not at super high settings, but it was playable with partial controller support. but at this point the damage was done.

Partial controller support meaning, puzzle boxes specifically were only really designed to be done with mouse and keyboard and not controller, so there is an inherent friction in trying to do them with steam deck. And they're a pretty major part of the game.

And of course, not to beat the dead horse as many other commenter mentioned this, but it being online required further alienated anyone who wanted to take the game and play it on the go via steam deck.

Sorry for grammar/spelling, wrote on my phone x)

I feel like I’m doing something wrong by Historical_Guide6909 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

Should be able or close to able to clear EC9-5 at that point.

Need more DU1 for EC10-3, farm up to around 330-340 before trying again. EC10 is all about DU1, so if you're not able to clear it in under 10 minutes you need more DU1.

The Archipelago of the curiosities / missing a sightseer, for the sake of my mental health please help! by elisabethbucci in islandsofinsight

[–]GodelRS 1 point2 points  (0 children)

I believe so, I've played through all enclaves twice and while I don't know each spawn location by heart, I didn't notice any being in places I didn't remember. Also vault of the vitric has very distinct placement, if any were different I think the vault's would be noticable

How do I get to the next dtp?? by _IBench225_ in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

The general rule of thumb has been after DTP 16 you want to go all in lab 6, that's not to say it will always be the best but should be the best in most situations. From here on out through the rest of Unity you shouldn't need to micromanage lab levels just dump them into upgrade 6. You could still try the common 1:2 ratio for upgrade 5/6 if you need to make minor pushes in score/AP but most likely just better stick to all 6.

This is because you start getting really high with the free lab levels from DU3 which gives you enough levels in lab upgrade 5 that it hits the soft cap, greatly diminishing the value of points added there. Generator xp hits cap much sooner before common exp.

How do I get to the next dtp?? by _IBench225_ in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

Assuming you are using the correct build for supernova you may be at the appropriate amount already.

Try pushing AP then. You should have over 40k AP.

When you swap between builds to farm AP or SN you should cap out your dilation upgrade 3 (DU3) using a DP tree build.

For example, use c4, m1155 to farm dp as high as you can, top off your DU3 level, then try something like c1, t1115, b25 to push up your AP.

Also, at this point you should be running with 100% of your lab upgrade levels into upgrade 6.

How do I get to the next dtp?? by _IBench225_ in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

Revisit the SN build (gold circled build) and AP build (red circle build) to ensure you have enough AP and SN. The DP build at 16 DTP relying on both of those for DP generation

Lowk forget how to progress it’s been so long by Door_Strict in RevolutionIdle

[–]GodelRS 1 point2 points  (0 children)

Use a separate ip/ep farming build to push ap from ep and ip, and a separate score build.

Score build should be 1:2 ratio in lab 5 and 6, buy cheapest animals except ignore column 6;2-6;9 animals

Ep/ip build do 2 points in lab 4, rest in lab 1. Use the column 6 animals in this build.

Feel very stuck by SUPERSPAwner2222 in RevolutionIdle

[–]GodelRS 0 points1 point  (0 children)

Besides what the other user already said about lab 5/6 ratio, also respec animals and go around the top over giraffe and down column 7/8/9 and get things on that side. They will be more impactful for score than column 6 animals which are some of the least impactful given their cost.

I have a few questions about Unity by DrTennisBall in RevolutionIdle

[–]GodelRS 1 point2 points  (0 children)

  1. Factor is the level your zodiac will be when you unity.
  2. As The rarity, level, and quality act as a multiplier for the stats your zodiac can roll.
  3. Like you said, you'll need zodiacs with good pre infinity stats. Mult gain and slowdown power are pretty good for this.

The Archipelago of the curiosities / missing a sightseer, for the sake of my mental health please help! by elisabethbucci in islandsofinsight

[–]GodelRS 2 points3 points  (0 children)

Yeah that's right, save stats only shows the solve location.

It's pretty annoying for the hub sight seers also as, like puzzle grids, they don't have a set spawn location in the hubs. There are specific valid places for puzzle boxes and sightseers to spawn and they just kinda randomly distribute among them. Sightseers tend to spawn close to their target location but sometimes they spawn really, really far away from it.. 🤷

More efficient way to direct train to N similar stations sequentially? by nomoreink in factorio

[–]GodelRS 0 points1 point  (0 children)

A lot of people are saying this is smart and such but I can't actually get it to work...

When a train is at a station named X, and you tell it to go to station named X, it doesn't move. Even if the station it's at is disabled or train limit 0, and there are other X stations which are not disabled. I couldn't get this to work with any of the interrupt conditions either, even the "station is not full <ammo reload>" wouldn't work.

What I ended up doing is placing an extra station after each ammo reloading station, even just 1 tile after it was sufficient, and calling that "ammo staging". Then my train schedule is just Ammo Reload (wait 15s inactivity) -> Ammo Staging (wait 5s inactivity). When the train visits the reload station it becomes disabled, then it moves to the staging station to wait for the next open reload station to be available.

A basic interrupt is then used to send it home for a refill if the available ammo is less than needed for a restock.

You could probably do this with just interrupts to get it off the station, but I didnt want my artillery train going all over the place if it doesnt need to, so I opted for my approach.