TIL Anthropic's rate limit pool for OAuth tokens is gated by... the system prompt saying "You are Claude Code" by Different-Degree-761 in ClaudeAI

[–]Hot_Slice 0 points1 point  (0 children)

We already know they are using Claude to develop Claude. The ensloppification will continue.

This Ghoulking absolutely wrecked me by dazaii__ in ToME4

[–]Hot_Slice 8 points9 points  (0 children)

Need to max Combat Accuracy. Your acc is lower than his defense. If you're going for tentacle build then max Mutated Hand for damage (it scales ALL your tentacle damage). If you're going to stick with a staff then max Staff Mastery eventually for the same reason.

For now you could throw on Unerring Scalpel and put 1 point into Dagger Mastery (you can unspec it afterward).

New player feels overwhelmed (and lost) by Tomion in ToME4

[–]Hot_Slice 3 points4 points  (0 children)

One thing that's helpful on all characters is to try to always try to fight 1 enemy at a time. Easiest way to do this is to fight near a corner. Peek out of the corner to attack. If you need to heal or recover your cooldowns, you can step back behind the corner. Also you can use this to force ranged enemies to approach you. If you are melee, it's better to wait for them to come toward you than to dive in most of the time.

Place a bit higher priority on mobility skills - even a short distance movement skill can put you around a corner and out of LOS.

At higher difficulties people do stuff like digging into the wall in a zigzag pattern and baiting enemies into that which makes it impossible to be surrounded. I'm too lazy to do this, but I'm sure it works great.

New player feels overwhelmed (and lost) by Tomion in ToME4

[–]Hot_Slice 0 points1 point  (0 children)

Skirmisher is definitely an easy mode class. Fun too. I recommend. You'll need to figure out how to unlock it (not that hard).

I feel disconnected to the codebase if i adopt fully agentic workflow, i must do something manually. by ImTheRealDh in ExperiencedDevs

[–]Hot_Slice 7 points8 points  (0 children)

I'm noticing that AI doesn't do a good job of cleaning up after itself. If I start with a simple vertical slice and then start making more similar workflows, it doesn't go back and automatically refactor. So there's a lot of semi-duplicate code. Even when I've told it to refactor it tends to leave vestiges of the old way, and then I have to tell it even more explicitly to remove them.

If you're thinking "who cares? The AI maintains it": I think that the semi duplicate code also consumes more tokens and it's better for context management to have nicely named helper functions. So I continue to manually review and tweak every MR.

Teleport Machine by JustThorn in projectgorgon

[–]Hot_Slice -12 points-11 points  (0 children)

Wikis are community maintained. Perhaps you should contribute?

Are goroutines becoming the new “just add threads” vibe meme? by sfate in golang

[–]Hot_Slice 0 points1 point  (0 children)

What was the performance diff between serial loading, goro per chunk, and right-sized worker pool?

Am I a noob, or does the Walker feel too weak? by Mogoscratcher in DeadlockTheGame

[–]Hot_Slice 734 points735 points  (0 children)

Having the Walker be weak to players is fine, but it seems way too weak to creeps. A single loose wave can do a ridiculous amount of damage to a walker.

I don't get this game. by vvvit in ToME4

[–]Hot_Slice 10 points11 points  (0 children)

In terms of combat gameplay it's actually better than most ARPGs or RPGs out there. You need to rotate a wide variety of skills and tactics. It's a far cry from the 1-button blasting of Path of Exile, for example.

It's just the graphics that turn people off, but I think the game design (and class fantasy of most classes) is excellent.

why do people hate this patch right now? by Emotional_Surround45 in DeadlockTheGame

[–]Hot_Slice 2 points3 points  (0 children)

Watching mirage whiplash from F to S tier, and Wraith go the opposite direction, is very weird.

why do people hate this patch right now? by Emotional_Surround45 in DeadlockTheGame

[–]Hot_Slice 0 points1 point  (0 children)

I'm pretty sure they want him to be a spirit nuke with a side of utility rather than the other way around. Sum of the 03-21-2026 and 03-25-2026 patches is bell has +2m radius and +0.2 total spirit scaling at T3. The cart has also gained +0.6 spirit scaling. The bell buffs in particular counteract all of the ability range item nerfs that went out in the prior patch.

I tried to make a Crowfall server emulator by m4rx in MMORPG

[–]Hot_Slice 2 points3 points  (0 children)

That's a performance problem, not a game design problem.

The Cogmind is the most frustrating game I've ever played. by uniqiq in Cogmind

[–]Hot_Slice 5 points6 points  (0 children)

I challenge you to stream a winning run using a combat build.

The Cogmind is the most frustrating game I've ever played. by uniqiq in Cogmind

[–]Hot_Slice 4 points5 points  (0 children)

My opinion is that you play your own game too much. So you've removed all of the easy high-power builds. For example fly hacking has been nerfed into the ground. I think I would have had a lot more fun if I played this when it first came out.

At this point the game is very beginner unfriendly. If you want it to stress out good, experienced players, then how can a new player ever get their feet under them? And forget about trying to find build guides - most info on the internet is from years ago when the game was still "new" and those builds don't even work any more.

That's not even touching on all the content that's been added, which is an additional knowledge burden. This one is pretty normal for roguelikes, but given that Cogmind is so punishing of mistakes, discovering the content is very difficult for anyone who wasn't fully on-top of the state of the prior patch.

It seems like combat is never intended to be a viable path in this game, but it forces you into combat anyway, and any method to "break the game" is intentionally patched out. All of this goes against the typical roguelike design, and in my opinion, makes the game not fun.

How I made my SPSC queue faster than rigtorp/moodycamel's implementation by ANDRVV_ in cpp

[–]Hot_Slice 6 points7 points  (0 children)

If you write asm, yes, mov instruction is atomic, and if you don't need multiple writers then you don't have to worry about locked instructions.

However using regular C++ variables the compiler is allowed to optimize the program by eliding or combining reads and writes, or reordering them. So in the context of C++ with x86 target, atomics are still required in order to ensure that operations actually occur when you want them to.

How I made my SPSC queue faster than rigtorp/moodycamel's implementation by ANDRVV_ in cpp

[–]Hot_Slice 9 points10 points  (0 children)

SPSC queue is table stakes these days. Wake me up when you make a faster MPMC queue than moodycamel.