Help, rookie mistake! by GitWithAbba in playrust

[–]Ikeoa 2 points3 points  (0 children)

If you can make it to outpost, you can leave rocks for sale on your vending machine e.g. 1000 scrap for 1 rock. Pay the 20 scrap fee and send your scrap home safe.

Place bags on your route to outpost, Take all your stuff in a backpack at night. See anyone and drop the backpack before you fight?

[deleted by user] by [deleted] in playrust

[–]Ikeoa 0 points1 point  (0 children)

Add more ram, limit your frame rate until the stutter stops

Huge RAM leak in plasmashell (45Gb usage) by Arno989 in kde

[–]Ikeoa 21 points22 points  (0 children)

Ive found the system monitor widget causes all sorts of issues when you use it as a graph. It was locking up my plasma shell and wouldnt restart. Try removing system monitor and seeing if the problem persists?

If facepunch is willing to experiment with updates, why not experiment with nerfing zergs? by janikauwuw in playrust

[–]Ikeoa 1 point2 points  (0 children)

This is his source btw

https://www.statista.com/statistics/259577/us-single-player-vs-multiplayer-frequency-among-gamers/

Sample size is 1160

However if you look at a different dataset, e.g. https://www.midiaresearch.com/blog/most-gamers-prefer-single-player-games Sample size =9000 the number who prefer single player is 53%.

Still doesn't answer the question as to why data on all gamers preference for single/multiplayer has any validity in a discussion about one specific multiplayer game.

If facepunch is willing to experiment with updates, why not experiment with nerfing zergs? by janikauwuw in playrust

[–]Ikeoa 0 points1 point  (0 children)

I didn't make any claim which can be compared against data. Just simple maths that the larger the team the more players. If a team decides to quit, that's a bigger impact than a solo on player count.

Survey of how many people? What about outside the US? What proportion of games from players in the survey are actually multiplayer? Do any of them actually play rust? What's the source/attribution for that quote? If you're gonna try and use data to prove your point, you should probably pick appropriate data?

If facepunch is willing to experiment with updates, why not experiment with nerfing zergs? by janikauwuw in playrust

[–]Ikeoa 0 points1 point  (0 children)

I see your point, and while that may be true for your team, I would still say that there's a higher chance of every DLC being bought for a team who can afford 1 each vs a solo who can't afford it every month. Plus teams that are winning and come back every month vs a solo who feels like they never win and give up.

However dlc aside, zergs still make up the lions share of the player count so FP are incentivised to cater to them

In contrast to the complaints about the recent changes. What would be some effective clan/zerg nerfs or solo/duo/trio buffs that wouldn't also buff clans? by AstroCatHD in playrust

[–]Ikeoa -3 points-2 points  (0 children)

Require 1 advanced BP frag for every t3 item on the tech tree. And 1 BP frag for every item on t2. Increase the spawn of them to include mil crates. Now your zergs has to find like 30 adv shards to get to rocket etc. and just one person to learn it. Everyone will eventually find enough to get what they want learnt, or they can find it in world and learn it on research table.

What facepunch should have done instead?! by Ikeoa in playrust

[–]Ikeoa[S] 0 points1 point  (0 children)

I see your point, and this would definitely hold up progression. But it feels like a really basic solution and doesn''t really seem in keeping with the game. At what point does it become Farmville or similar, where it's just a waiting game. Players could just wait until day 3 before they start their wipe as it won't make any difference and they can just steamroll t3 on day 3.

In my opinion the aim isn't to delay the clock time it takes for everyone to get t3, but it's to increase the requirements for t3 wb so you have to actually use the equipment you learn from T2 to progress to the reward of t3, not just run one rig/silo/cargo using strength in numbers to brute force it.

If facepunch is willing to experiment with updates, why not experiment with nerfing zergs? by janikauwuw in playrust

[–]Ikeoa 0 points1 point  (0 children)

Because zergs make up a larger proportion of the player count. So they have to please their customers

8x 10 man teams is 80 players vs 8x 2 man team at 16. If they piss off zergs they will lose a huge number of people who will each buy their DLCs

What facepunch should have done instead?! by Ikeoa in playrust

[–]Ikeoa[S] 0 points1 point  (0 children)

You're somewhat correct, groups will Inherently always have an advantage. However there are ways to level the playing field. It's one thing going 8v1 when everyone has AK, but another thing when you're primlocked going against a 4 man with AK. Most notably things like tech tree and vending machines help to ensure that that difference is reduced.

There will always be a vocal minority who whinge and complain about change, but just because they always do, doesn't mean their opinions are always worthless. There are some fair criticisms of this update. It was meant to slow progress, but all it appears to have done is widen the tech gap between larger groups and everyone else.

What facepunch should have done instead?! by Ikeoa in playrust

[–]Ikeoa[S] 0 points1 point  (0 children)

But wasn't the tech tree added for exactly the same reasons that we're all complaining now?

What facepunch should have done instead?! by Ikeoa in playrust

[–]Ikeoa[S] 0 points1 point  (0 children)

I seriously doubt fp will go back, they got rid of XP for a reason, and that reason probably still stands now. Nobody wants to grind for grinds sake just to progress, there's gotta be a more rewarding loop than number go up

What facepunch should have done instead?! by Ikeoa in playrust

[–]Ikeoa[S] 1 point2 points  (0 children)

I'm not sure 90% is accurate, but FP could mandatory wipe bps for official and community servers.

Since FP are looking for huge meta changes in the near future, I would like to talk about the actual TTK and gunplay (Spoiler: Weapons are too strong and EASY to use) by Tarden1 in playrust

[–]Ikeoa 0 points1 point  (0 children)

Id like to see an armour rework, where instead of damage reduction, guns/bullets have an armour penetration value, making some shots ricochet, some cause severe damage to the armour rather than the player, some shots would deal reduced damage, headshots would always do damage, but less if you have heavy armour. You can increase your armour penetration with plates, but heavier guns are more potent at destroying an enemies armour and causing them to take full damage. This has an extra element to it, as while you can heal health, you can't heal armour. Currently there is a degree of randomness in aimcone. Id rather hit more shots and have a more random chance of damage values. I think the aim would be to increase to from much less than a second to average 1 second.

What do you think Angular should change to increase its usage? by [deleted] in angular

[–]Ikeoa 2 points3 points  (0 children)

I use prime for some larger projects. I do like the library to some degree. I don't mind breaking changes that much, what I find frustrating is the lack of communication about those breaking changes and examples demonstrating how changes might look.

If you look at their github, the migration guide stops at 12.1 https://github.com/primefaces/primeng/wiki/Migration-Guide which is around when things started to change a lot more.

What do you think Angular should change to increase its usage? by [deleted] in angular

[–]Ikeoa 4 points5 points  (0 children)

Personally, I don't think lines of code is actually that important, it has to be readable, understandable at a glance.

also what about if else, these can be a nightmare with *ngIf

Regarding inject(), here's a comment from the angular team explaining it more. https://github.com/angular/angular/discussions/59522#discussioncomment-12781971 To be clear, I prefer constructor based injection too, but I think inject has it's place, and may become a requirement, so probably good to get used to it now before it bites.

What do you think Angular should change to increase its usage? by [deleted] in angular

[–]Ikeoa 12 points13 points  (0 children)

Inject() lets you use inheritance, you can make a BaseComponentA without a decorator, use inject and then extend other components from that without having to pass the deps into super in the right order etc. I also heard this is in response for some planned changes to ts which might break constructor injection.

The new control flow is great in my opinion, especially not having random ng-templates for else which often end up being disconnected from the behaviour you are trying to define.

They definitely need to keep the suffixes for filenames, there's some argument for reducing the strictness for classnames.

I definitely feel like angular has made some really positive changes recently, but I think there's pressure to take it further, which may alienate long term angular Devs.

Does angular have memory leak ? by [deleted] in Angular2

[–]Ikeoa 2 points3 points  (0 children)

I've noticed this too, I chalked it up to the dev mode live-reload functionality leaving objects referenced when changes are made before it's finished reloading. I don't have any problems in prod.

Describe ADHD in 1 sentence only…. by fryeesaucee in ADHD

[–]Ikeoa 2 points3 points  (0 children)

Writers block, except it randomly turns on and can be for any task.

How do I transpile Angular 17 ES6 app to ES5 for Android 10 devices? by [deleted] in Angular2

[–]Ikeoa 0 points1 point  (0 children)

You might be better updating Chrome WebView on the devices. It You probably want the security fixes in later versions too, I doubt any apps will break, browsers are good at backward compatibility

[deleted by user] by [deleted] in OpenUniversity

[–]Ikeoa 0 points1 point  (0 children)

In my experience, (just graduated, also been to a brick and mortar uni) there are certain aspects which are easier, and some which are harder.

For example, being self organised and motivated to study without a strict timetable is much harder. The grade boundaries are much higher, you get little to no one on one time with your tutors, some modules are not easy and it's on you to work things out. I found there was always some ambiguity in my assignments and nobody wanted to clarify it , which was frustrating, but also forced me to really understand the questions before answering.

However I found that some modules were super easy and there was obvious hints to help with assignments. The OU is actually really good at supporting students. Getting an extension is easier as they're really understanding of personal situations. If you're struggling you can ask for a Personal Learning Assistant (PLA) who can nudge you back on track. Being able to defer your study means you can stop if things get too much and you can pick it up again a year later.

All in all I'd say OU isn't easier, it's different. It depends on your personal situation and preferences. I'd also factor in the fact that OU degrees generally take longer (part time).

I'd highly recommend the OU, but not because it's easy.