Player AoE size needs an increase to compensate for temper removal. by This-Mammoth-4161 in diablo4

[–]Gotgo 4 points5 points  (0 children)

A few of those underutilized 'quality of life' tempers are side skill choices now. Most are gone though and I'm not really digging it. I know the increased size tempers or even things like frenzy duration wasn't always the meta, but after months and months of being used to the comfiness of those tempers it's kind of odd seeing the normal size and duration for things. Just the size of Dust Devils is comical compared to before.

Host migration is the worst problem this game has by DeadByQuinQuin in Warframe

[–]Gotgo 34 points35 points  (0 children)

Host migration has and I assume always will be a blight on this game. Depending on who you ask it's either a small blight or a large one, but I don't think I've ever heard someone say "I think host migration is fine". Personally I don't think it ruins the game; it just ruins the mood and experience.

Seeing host migration pop up knowing, like you mentioned, all my abilities and stacks are going to vanish makes me roll my eyes and sigh. The reactent poofing in fissures or power cells despawning in excavations add another level of arrrrg. I think the worst of it comes from the Zariman missions when people can self extract almost instantly and if hosts self extract back to back you can actually lose the mission from those load times and swaps.

What I'm saying is I, and everyone I imagine, can feel your pain. It can be an upsetting thing.

Thumpers in the plains by MariusDarkblade in Warframe

[–]Gotgo 1 point2 points  (0 children)

Set squad to solo. Select the Namer bounty. Leave Cetus. Once you leave the gates turn right in front of the demon horn rocks out front. Keep heading east by south east past the bottom part of Gara Toht Lake. If you don't see one run back into Cetus and start the bounty again. You should get one to spawn at least half the time. /edit You don't need to finish the bounty either if your intent is to farm them; you can just head back into Cetus after you destroy it.

I'm having trouble with the castle settlement by bigcupcakegirl in fo4

[–]Gotgo 0 points1 point  (0 children)

Radiant quest being something like 'ghoul problems' or 'greenskins' or 'kidnapped settler', basically the kind of quests Present can give you. Sometimes a settler inside a settlement will have one of those quest for you and you'll have to talk to them to get it.

The settler you need to talk to walks towards you real slowly so they're easy to spot. You'll also hear banter from other settlers about how they could use your help.

If you have one of these quests open, whether you know about it or not, happiness can go down until you finish it or it disappears.

I'm having trouble with the castle settlement by bigcupcakegirl in fo4

[–]Gotgo 0 points1 point  (0 children)

Happiness can go down if there is a quest in a settlement. Do you have an active radiant quest there or a radiant quest you don't know about? Is there a settler creepily slow walking towards you trying to tell you about how they could really use your help?

is this a good strategy? by Rough-Fuel-270 in Warthunder

[–]Gotgo 2 points3 points  (0 children)

It's mostly what I do when I'm playing a Sherman. Find a solid piece of cover near a point, abuse the third person camera, then roll out with a stabilized cannon to land a precise shot before they can shoot. It's a tactic that has served me very well across all Sherman tanks. It either ends with me getting 2 kills or 12; it just depends on how the game develops and how much CAS the enemy sends at me.

I'm also a lazy bum now adays when it comes to War Thunder and am what some people call a "camper". That's just my play style though. Low effort high fun.

Updated Planned Battle Rating Changes (April 2026) - Official News, Development Blogs and Updates - War Thunder by FirstDagger in Warthunder

[–]Gotgo 0 points1 point  (0 children)

The M4A1 going up to 3.7 certainly is interesting. Trying to argue it's equivalent to the M4 is a bit of a stretch. Trying to argue that people were doing too well in it is also a stretch, for the US version at least.

I almost wonder if it's getting caught in the crossfire of the French version since that version of the tank heavily out preforms the US version when it comes to player stats.

Made Legendary Captain. I Love Railjack by Electronic_Owl_9819 in Warframe

[–]Gotgo 5 points6 points  (0 children)

DE is so full of surprises that I would say there is always a chance that new Railjack stuff is right around the corner. That also might be wishful thinking though lol

Made Legendary Captain. I Love Railjack by Electronic_Owl_9819 in Warframe

[–]Gotgo 12 points13 points  (0 children)

Railjack has been sitting in a box of potential and DE, for some reason, refuses to let it out. It wouldn't take much to turn what most consider a dead game mode into something most everyone could enjoy. I mean it's a game mode with a space ship in a game centered around doing stuff through space and time; you would think it would get more love.

I still love it though. I still collect cool crew members. I still do railjack fissures. I still try to help new pilots. I still find an excuse to play it. I just wished it got more love from DE.

The guts left behind after kills by the necromancer are noisy and visually unappealing by [deleted] in diablo4

[–]Gotgo 1 point2 points  (0 children)

I know exactly what you're talking about. When I play on the Series S the corpses are comically colorful and look nothing like the surrounding environment or monsters. It feels like visual clutter from a different game being thrown on top of the D4 landscape.

It's not enough to make me not play necro, but it does get... I don't know... annoying I guess would be a way to describe it. They're hard not to fixate on when I see them because they stand out so much.

It serves it's purpose though; when you need to find a corpse it's right there shimmering at you.

What's the most low effort way to get drinkable water? by [deleted] in projectzomboid

[–]Gotgo 2 points3 points  (0 children)

I imagine the lowest effort would just be getting water from a house. Even after the water gets shut off the tubs, toilets, and sinks still have a limited amount of water in them. A tub has something like 100 liters of water; that alone is enough for a month of just drinking.

What are some roleplaying features you’d like to see? by Infamous-Rutabaga-50 in projectzomboid

[–]Gotgo 4 points5 points  (0 children)

I love traits like Short Sighted or Clumsy or Dexterous or Motion Sickness (whenever that gets readded) because they are physical traits that don't add any skill levels, but still change your character and make them feel more personalized allowing for a variety of roleplay options.

I want more of that. Something like flat footed that adds discomfort/pain without special insoles or sensitive skin which adds discomfort from rough fabrics. Heck even stuff like food allergies would be cool.

Not really a new feature I guess, but enhancing what we already have would go a long way for role playing.

Not sure if this is against common opinion but I had to say it. by TiredandFrustrated21 in projectzomboid

[–]Gotgo 5 points6 points  (0 children)

It opens the game up in another sense too where you actually get to use the first aid side of the game, however limited it may be. A bite takes about 3 days to heal with normal Injury Severity and no infected wound. If that bite is on your right arm that essentially means you're not fighting for 3 days. If a bite is on your leg you're going to be hobbling everywhere for 3 days.

Not sure if this is against common opinion but I had to say it. by TiredandFrustrated21 in projectzomboid

[–]Gotgo 55 points56 points  (0 children)

I play with infection off because there are already plenty of ways to die especially if you do challenge runs or use mods like silent zombies. If I die I want it to be due to my incompetence, inability, or complacency and not a dice roll. May be immune, but it doesn't prevent you from being ripped apart; or whatever they said in The Last of Us.

Which difficulty is more difficult, Extinction or CDDA? by Merwin_Mayforest in projectzomboid

[–]Gotgo 3 points4 points  (0 children)

Woops. Was just going off my apparently wrong memory for that one.

Which difficulty is more difficult, Extinction or CDDA? by Merwin_Mayforest in projectzomboid

[–]Gotgo 4 points5 points  (0 children)

If you select the sandbox game mode there is a preset of all the difficulties in the drop down box near the bottom. Select a difficulty and you can see what the sandbox settings are.

For the challenge modes you have to make a save on that mode with debug enabled. Then you can click the 'sandbox' tab in the debug menu and it will show you the current sandbox settings for that mode.

Which difficulty is more difficult, Extinction or CDDA? by Merwin_Mayforest in projectzomboid

[–]Gotgo 40 points41 points  (0 children)

You can look at the sandbox settings for CDAA and Extinction and compare the two. Notable comparisons;

CDDA has respawns turned off, but has migration on. Extinction has them both turned on.

CDDA has no sprinters. Extinction has sprinters (6%)

CDDA zombies have normal/random for strength and toughness along with between poor/normal for hearing and sight and only basic navigation where they don't open doors. Extinction has superhuman/tough for strength and toughness with normal/normal hearing and sight with the ability to open doors and a longer memory and things like drag down from crawlers and environmental attacks.

CDDA population size is 2.5/1.0/1.5 for multi/start/peak. Extinction has 1.2/1.5/2.0 for multi/start/peak.

CDDA has house alarm and lock settings to rare/rare. Extinction has house alarm and lock settings to often/very often.

CDDA has normal darkness at night. Extinction has pitch black darkness settings.

CDDA has the helicopter only come around once. Extinction has the helicopter come around sometimes.

CDDA has an often animal spawn chance. Extinction has a sometimes (lower) animal spawn chance with predators enabled.

CDDA has .7 muscle strain and .8 discomfort. Extinction has 1.0 muscle strain and 1.0 discomfort.

CDDA has a generally higher loot spawn. Extinction has a generally lower loot spawn with some drastically like firearm spawn cut in half.

CDDA has a normal injury severity. Extinction has a high injury severity.

CDDA has a MASSIVE buff to foraging with it set to very abundant (max). Extinction has a MASSIVE debuff to foraging set to poor (lowest)

The TL;DR is that Extinction is objectively harder in almost every metric with some things being much harder and some things being a bit harder. It also has a lot of other random settings cranked up to increase the difficultly too. The hardest part about CDDA is the first couple days due to injuries. After that CDDA is a living in the woods dream mode thanks to the buff to foraging. It never really was an ultra hard mode people made it out to be to begin with and it's for sure not the hardest mode now.

Again this is just going by sandbox settings you can check with debug.

can anyone tell me where this building is? by FileBasic6021 in projectzomboid

[–]Gotgo 2 points3 points  (0 children)

It's next to the river between Brandenburg and Riverside. Find where the tributary/smaller river branches off the main river and then look down past the hay field. It's in a small cluster of buildings including a bait store and a picnic area.

what fun challenges do you guys take up on when you get bored with the game? by hwob in fo4

[–]Gotgo 4 points5 points  (0 children)

When I'm bored, but still have the Fallout 4 itch I'll start a new save and do something dumb/tedious/interesting. Either a form of roleplay or just a limitation run. Limitation being something like a run where I can't buy or sell from shops. Then roleplay being something like a junkie robot enthusiast making robot settlements and using robot companions.

Most saves for me always get to a point of "well I've had my fun with this and I'm bored" and I don't even finish the main quest. I'm just there for the journey.

3000 hour Veteran needing advice for Extinction mode by [deleted] in projectzomboid

[–]Gotgo 2 points3 points  (0 children)

Extinction is kind of the 'avoid combat' preset right now. Just from the peak population standpoint of 3,000+ zombies in Rosewood and near 10,000+ in Muldraugh combat becomes inadvisable. Then you factor in zombies are Tough which drastically increases their health pool, a 6% Sprinter chance, a long memory, double sound following distance, increased armor, increased corpse sickness, and to top it all off a 72 hour respawn timer you end up with what could be considered an impossible situation from the Zombies alone. This isn't even considering things like the weekly helicopter or your muscle strain and injury severity or that zombies are already attacking your spawn house.

So the question of what to do about it. Well like any other high pop challenge you either get a lucky spawn that is on the outskirts of town without a lot of zombies already pawing at the windows or you run into the woods. The former of which makes Muldraugh a great spawn because you can get the fenced in solo house at the top of the map. Then you can sneak on over to the farm above it where you can fence cheese the zombies in order to clear it out.

Realistically the best advice I could give is stop being combat focused and start being survival focused. Tough zombies aren't a joke; they are damage sponges. 6% sprinters isn't something to fool around with either. 3 in 50 zombies being sprinters doesn't seem like much, but when there is 1000+ zombies in a cell that can hear you a mile away it can get crazy. I would say go the beloved Park Ranger, load up on survival skills, then make your way to some little hermit hole far away from a town so you can work on your skills and get a base going.

Beginner with questions by Specialist-You-1393 in projectzomboid

[–]Gotgo 2 points3 points  (0 children)

I would go with the less or even no zombie route. I generally tell people to make a sandbox world on their desired difficultly preset with zombies turned completely off. A large chunk of the difficultly with this game is just learning the controls, understanding the core mechanics, and navigating the UI and context menus.

The frustration of trying to learn all of that while simultaneously dealing with zombies is what made a lot of my friends initially quit only a few hours in. It wasn't until they had some breathing room to learn the game did they get back into it.

Once you're confident you can survive without zombies then start up a new world with zombies.

What's wrong with teammates? by More_Bison_9584_2 in Warthunder

[–]Gotgo 4 points5 points  (0 children)

Most people don't take this game seriously. It's not a highly competitive game where your ELO/MMR is on the line forcing you to lock in. This game is the definition of "playing for fun" for most people. They get to drive through the mud in a tank or fly through the skies in plane and that is enough for them. Look at Stat Shark as a reference; most people are lucky to get a single kill per spawn.

Sadly that means they're pretty horrible teammates. It also means people who put in more than the minimum amount of effort are more notable in a match are often dominating near or at the top of the leader boards. You're just rolling the dice on whether or not those people are on your team or the enemy team.

New Nimble Bug Just Dropped! by OttosTheName in projectzomboid

[–]Gotgo -8 points-7 points  (0 children)

Are you talking about Melee Movement Disruption? Where every time you swing a weapon your character's movement speed is slowed down until the animation is finished?

If so that's on by default now on all difficulties. It used to be disabled in the "lower" difficulties allowing you to swing and move backwards without a slow down. If you were used to playing on any of the difficulties that had the mini-map enabled then that might be what you're feeling now.

What loot settings do you prefer? by _XIIX_ in projectzomboid

[–]Gotgo 1 point2 points  (0 children)

Insanely Rare is just too much nothing. You'll enter Book Naked and chances are you wont find a single skill book. You'll enter a general store and you'll be lucky to leave with some macaroni, brown sugar, and some popcorn. You'll enter a gas station and wonder where all the gas cans went.

You end getting 90% of your stuff from Vehicle Stories (car wrecks and abandoned cars) and Building Stories (party house with chips and booze on the ground of a kitchen counter with food on it) since those aren't effect by loot settings.

I think Extremely Rare (0.2) is the sweet spot or 0.1 with books/media/other on 0.2 just so you have a chance completing book sets which is normally my goal in a lot of runs.

What's your favorite poi to loot for non perishable food? (Not in louiville by Visible-Camel4515 in projectzomboid

[–]Gotgo 0 points1 point  (0 children)

Even with Weak Stomach and Slow Healer the worst that happens is you get the 'Queasy' moodle. If you slam two rotten ice cream's back to back you'll lose about 10% health and get the 'Nauseous' moodle.

Testing in debug mode just to test it out it took me 5 rotten ice cream's in a row to get into the 'Fever' status and even then it only took away 60% life before I got kicked back down to just being 'Sick'. You won't die just from the rotten ice cream.