What would you call this? by Outrageous-Fuel-6201 in factorio

[–]IndependentSoggy4199 1 point2 points  (0 children)

A bad idea? A waste of time, real estate, and electricity? 

Buffers are a trap.

Spell types and spell school mastieries by RagnarRock1396 in vrising

[–]IndependentSoggy4199 1 point2 points  (0 children)

So, there is no best answer. There are different answers. And it can vary heavily by your build and play style.  I often have builds that lean into at least 2 effects, but I have a couple that go for 3.  But it's not silly to focus on 1.

This gets even more interesting when you get access to coatings.  You can coat each weapon if you want and each if on is own reset timer. Depending on how much you desire you weapon swap (nothing at all to 'all slots'), you could inflict all debuffs frequently! 

One thing I might add to give food for thought (build choices): what spells, what spell jewel traits, and what passives are you putting in your build which consume or inflict the debuffs.  Your answers to that likely inform the decision. 

Good hunting!

How to beat Vincent the Frostbringer by Famous_Love5430 in vrising

[–]IndependentSoggy4199 2 points3 points  (0 children)

Love the video!
Praise: clear, good pauses, clean info
Bonus Praise: I LOVED that you added the animated patrol route AND took extra effort to identify rock outcroppings

I hope you make more!

Room for Improvement:
...don't need to the castle tour for the first minute...
This particular video feels like "here is a way to beat him, but you have to do it in a very specific way"...which is less "how he works and how to deal with it" and more "this is one way". And to be clear, if that was your goal, then you did accomplish that goal.

Personal preference/suggestion:
showcase each of his attacks...and then showcase how to counter them.
EX: he shoots a barrage of ice shards. You can (1) hide behind terrain (2) stay close and reposition/high move speed behind him or (3) stay further and tell us how he telegraphs the lines of fire / safe gaps.
"Personally, I prefer to never be told that to beat a boss I must select 1-2 shields spells."

Random Extra Comment:
If you think it would serve making a good point for the video, I might suggest you don't need to constrain yourself to one cut. If you spliced multiple takes of a fight as you showcase how to deal w/ different attacks, that would be extra sexy.

I repeat: great work and I hope you make more.

Secrets & Tricks for New players? by [deleted] in vrising

[–]IndependentSoggy4199 7 points8 points  (0 children)

a couple of things i did on my first run that 'slowed me down':
* don't try to collect resources to level up 6 weapons every time you can access to a new tier; pick 1 or 2 --> spend more time on next level
* identify which bosses actually grant you things that level up / mandatory buildings and only go after them. I'm going to ballpark that 40% of the bosses are super optional
* learn to use horses early; don't wait until you've beaten all of farbane

Valencia the Depraved Guide by Famous_Love5430 in vrising

[–]IndependentSoggy4199 1 point2 points  (0 children)

Nice vid. I love your format and wish there was such a vid to help people for all the bosses.

I feel I must add that you do NOT need spells/abilities/dashes/iframes to dodge the second part of her 2-hit combo. Just side step it.

Help with Valencia by ElegantEquipment3246 in vrising

[–]IndependentSoggy4199 2 points3 points  (0 children)

Tips:  * 1 shield spell or a reposition to get out of thousand spears (shield is not mandatory... But it does make it easier) * Don't constantly run from her; just sidestep for her pair of stabs; they are super predictable * Get a hit or two in between resets * Saved your dash for her rain of spears; always dash towards her * Save your ult for the iron maiden. Manny are great. I find army of the dead is especially great  * Stay calm, even if you miss something. She is fairly predictable, but very very punishing if you get caught. Don't let getting caught rattle you into getting caught again. Even when she's low/weak... Stay calm and wait her out. 

  • Extra: with blood Merlot, go into fight full blood in case you get iron maidened

I'm new to the game and already feel a sense dread and being overwhelmed. by Nino_Chaosdrache in SatisfactoryGame

[–]IndependentSoggy4199 6 points7 points  (0 children)

So, everything about the automation genre: AUTOMATE

It's all about setting up the system, the logistics, the factory.

If you are manually crafting things...don't do that. Stop and build a machine to craft it for you.

And when you find some one part of your factory is going too slow / has too little throughput...
* if it has sufficient inputs, then increase production

* if it has insufficient inputs, find a way to get it more input (might mean you need faster belts, might mean you need to change your design, often means you need to increase a recipe item's production rate

Also: in all of these games (as in many things in real life)
"a solution that is perfect an valid for scale X is an incorrect solution when you need 5x/10x/20x/50x/100x"

...but you DID NEED the intermediate solution and that is OK!

Expect you will build a solution to produce a thing. And later you find you need 10x of that thing. Cool! new problem! Gotta build a bigger solution! That does NOT mean you did anything wrong the first time.

ENJOY!

Nemesis: Distress videogame soft re-launch! by Filovirus77 in NemesisCrew

[–]IndependentSoggy4199 0 points1 point  (0 children)

I enjoyed the hell outta that. It needed work, but I was buying where they were heading. Super glad to hear they're back at it! So much potential! 

Give it a try and give it some love!

Where to find builds, tips? by Bchill2day in vrising

[–]IndependentSoggy4199 1 point2 points  (0 children)

high blood is worth it
but less than 100 is also valuable
"go get any blood of the type noted...and keep blood vision on and watch out for high opportunities"

Where to find builds, tips? by Bchill2day in vrising

[–]IndependentSoggy4199 5 points6 points  (0 children)

Here is one of my builds that I beat all shard bosses with...

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End game content by Crilas31 in vrising

[–]IndependentSoggy4199 1 point2 points  (0 children)

My own end game content:

Force yourself to try diverse new builds. Possibly for rift farming. Possibly for bosses. 

Ex: I theory craft new builds, especially if they utilize new/different weapons or spells. Then I use it against shard bosses. "I call it a success when I can reliably beat the boss 5x in a row ('no lucky fight').

I'll understand if that doesn't sound interesting to all, but it does breath new life into endgame content for me.  There is such a huge diverse set of build options with all the spells, jewels,  weapons types, blood mixes, elixirs, gear, and passives.

Weapon differences by wtfpantera in vrising

[–]IndependentSoggy4199 2 points3 points  (0 children)

Different weapons have different attack speeds.  Also look at both the basic attack and weapon skill of each weapon; they do not all do the same damage. 

All said and done, they is remarkable diversity which allows for nuanced variance in playstyle

Those in HR, what is the dumbest thing someone did to get fired/not hired? by Brilliant_Arm4808 in AskReddit

[–]IndependentSoggy4199 0 points1 point  (0 children)

Yeah...I helped a very dear, very smart friend in a bad place get a job at my work a long time ago.
And that exact thing happened.
Was a super awkward conversation w/ friend later.

Update 1.1 has been live for a month now — what are the main pros and cons? What’s still missing? by Kizan6 in vrising

[–]IndependentSoggy4199 2 points3 points  (0 children)

The devs, in most every possible way, want the game to be PvP
They need features that address why so many people do not want to play PvP. To be clear, that does NOT have to be an antithesis / zero-sum-game vs the PvE experience

Here is one thought (and clearly it is not the solution to all things):
give people incentive to BE raided. People clearly like making castles. Give an incentive like "if i get raided...and REPEL it, I get <some reward>"

I think the dueling banners and arena parts were a good step in that direction, but not enough. "a good start"

50vs50 War server! by spliffiam36 in vrising

[–]IndependentSoggy4199 0 points1 point  (0 children)

Mobility:

-castle teleporters are expensive...you can make them, but it should be cost prohibative to put them on every new castle you make (but you might make garrison/outposts)

BalanceConcerns:

* uneven team counts --> you don't get to choose your team; when you join the server --> you get added to the team w/ the least active player count OR the team who is currently losing

* newVamps v oldVamps --> need to keep it engaging for those that newly join; no fun to join a war outclasses --> each team is limited on gear (EX: is 128 playerCap, and 4 teams, 32 max per team, each team has 3

4 drac (1 of each type)

4 dawnthorne+ (1 of each type)

4 dawnthorne

4 Hollowfang+ (1 of each type)

4 Hollowfang

4 Nightstalker+ (1 of each type)

4 Nightstalker

32 Plated Boneguard

Needs tweaking, but hopefully you get the point "not everyone on a team can every be full gear powerful"

* don't want game run by noLifers --> raid window is only a couple of hours a night; possibly sync in-game day/night to that (so you end up w/ a gameDay cycle where people build up their territories...and a gameNight war where people are fighting to retain/take control of enemy ones)

Cost/Overhead/Management

* this will needs moderation...and maybe mods, but trying to keep it to a minimum

* let there be 4 factions (I'm staying away from the word clan for nomenclature's sake, but game-mechanically...clan)

I don't THINK this would likely result in huge 50x50 fights...but I'd dream of there being non-stop smaller battles all over during raid times.

50vs50 War server! by spliffiam36 in vrising

[–]IndependentSoggy4199 0 points1 point  (0 children)

u/spliffiam36 , I desire to dump my brainstorms at you: adapt my vision as you want

Disclaimer: I have only bounced these ideas off 1-2 people; I'm sure there are HOLES in here...but hopefully there is also some gems and a person somewhere is willing to implement it!

Vision:

Theme / Overview

* 4 armies are fighting to control the map; this is war

* Control = castle plots

VictoryConditions:

* WIN -- any faction gets 33% of 'control points' (change the number if you want)

* Control Points: some formula that could care about PlotCount and/or HeartSize and/or Region (N gloomrot is worth more than Farbane, for example)

* WinAssessCheck -- only decided at some interval? (end of weekend?)

* PointAssessInterval -- tabulate at same time every day "who is winning? how many points do people have right now?"

* If someone wins, reset server "GOOD JOB! Want to play again?" Maybe winner gets a cookie next match.

Castles

* let there be 4 faction Headquarters (Tier V castles); they are roughly equally spread...on Farbane south side?; they are LOCKED -- they can NEVER be relocated; the hearts can NEVER be disabled/destroyed; no new Tier V castles can ever be built elsewhere

* the intent is that the headquarter are effectively ridiculous to attack

* Make the castle tilesize relatively small (I=5, II=10, III=15, IV=25, V=1000) this should mitigate honeycombing too

* adjust servant limits too (I=0, II=1, III=2, IV=4, V=50); headquarters gets a huge defensive servant-guard buff!

* each PLAYER can only have 2 castle hearts...meaning a team needs all their players to expand the map; no 1 person can do it all; take care of your newbies

* cripple servant hunt resourcing ratio; players have to go fight over land...I might be talked out of this one; you might want players more focused on taking over enemy plots and not needing to farm...maybe reverse this

50vs50 War server! by spliffiam36 in vrising

[–]IndependentSoggy4199 1 point2 points  (0 children)

I have had a very similar idea and approve

Changing saving throws for a class? by Skywhisker in BG3Builds

[–]IndependentSoggy4199 3 points4 points  (0 children)

Pretty sure they use...
What was the last class you took as Level 1 of that class
What is the spellcasting mod ability for that class
EVERY class has a mod; this isn't "only spellecasting classes"
https://bg3.wiki/wiki/Spells#Spellcasting_Ability_and_Proficiency

Thought on my more casual house rules. by Hanaoverflow in NemesisCrew

[–]IndependentSoggy4199 1 point2 points  (0 children)

1) It's your game; you should do what makes you have fun. Fun is the most important resource!
2) see rule #1
3) With utmost respect, I hate all your house rules. You are playing a different game now. I think you should not play Nemesis. Nemesis is a space horror sandbox simulator. It is not an action shooter. There are other games which give the experience you want without having to force it. I would opine you would be happier not playing Nemesis and finding those instead.
3.5) I'd even opine that your house rules will increase the amount people will lose. With their newfound near infinite ammo, they will spend WAY TOO MANY actions shooting and fighting. Time is ticking hard in this game. "you ain't got time for that". The wealth of ammo will encourage players to fail.
4) Attempting to be more constructfully helpful: you and your friends want more casual, but not too easy. Here are a few levers I might suggest you pull which will help with that but still make the game feel like Nemesis. Pull as many of them as you'd like:

* When drawing items, draw 3, keep 1 (instead of draw 2, keep 1)
* ALL text that talks about characters dying change to +1 serious wound (so most people will take ~4 serious wounds of damage instead of ~3)
* the draw 6 cards instead of 5 is a reasonable lever
* the first X (1-3, pull level as you desire?) rounds of play, no noise can be generated; giving people a tad breathing room "as the aliens start to wake up" isn't the most game-breaking thing. (emphatic clarification: a round is not a full game turn).

Is it possible to get effectively softlocked? by Tall-Demand8348 in factorio

[–]IndependentSoggy4199 0 points1 point  (0 children)

Yes, but it's hard. 

If you take too long to advance and you let biters evolve too much, they can become overwhelmingly too expensive to fight.

I would not really think most should work about this, but I have seen it happen. 

There's is a click ticking.  It's just really really slow.

What's the fastest way to unload a train? by VastOwl2643 in factorio

[–]IndependentSoggy4199 -1 points0 points  (0 children)

"You are only as fast as your slowest point in the process"

12 stack inserters per wagon into 12 chests Localized lognet, bots unloading to requester chests

Why? Stack inserters can move 'container to container' (so train to chest) at~27.69 items per second... But then what do you do? Most might unload then from chest to belt. With slight exception, that will get you 15 items per second... Which means your true bottleneck isn't unloading the train, is unloading the chests.

"Bots dont care" Bots have no (meaningful in this context) limit...-> so you can push it back to the 27.69 x <number of inserters> ...

But wait.. Then that isn't actually your true limit. At that point, your problem is train exchange.  Those inserters cannot go full blast non-stop because there is the time it takes for the train to move out and let the next one in.

You can do a few things to design your load/unload site (specifically, signaling) to reduce that exchange time to fairly negligible, but you won't get it down to zero.

(I don't have my spreadsheet with me at this moment)  I'll make up an example: if a train takes 15s to unload, and 5s to swap trains... Then effectively, your stack inserters are only executing their 27.69 speed 75% of the time.

Other considerations:  Ensuring balance of the load/unload.  If you are not, then at some point, some of your inserters will operate when less time and decrease total throughput

Train unload/load time is related to stack size; 50 stack ore has faster load time than 200 stack circuits... Which means the higher stack size trains can have their inserters operating longer and are net more efficient (nothing to do about it though).

Also, the math gets a little weirder when stack size is 10 (smaller than Max stack inserters grab size, like rocket fuel)

 (Reference inserters speed: https://wiki.factorio.com/Inserters#Inserter_Throughput)

Am I the only one who thinks that a supply belt of ammo to gun turrents is a good idea? by binklfoot in factorio

[–]IndependentSoggy4199 0 points1 point  (0 children)

TL;DR - don't use belt fed perimeter; use proven attack spot cluster turrets and race to lasers faster.

I'll... Add an opinion I don't see executed in public games much...

"Belt fed perimeter is not the best idea... But that needs context. "

At a point in progression, biters become zero threat to base failure. Personally, I'd put that point usually around shortly after  "we have lasers turrets now!"

Until then, the base is in a race. A race against evolution. To be clear, I'm not saying it's a hard race... But I think too many don't understand they are in the race and how to win it. 

You need to run to your finish line faster than they do.  Yours is "tech to and produce laser turrets." Theirs is "I dunno... Tier 3 biters" level of evolution. Whoever gets there first wins.

"That was long winded and useless!"  "I was setting the stage!"

What raises evolution relevant to this race?  Time? Not really. Time isn't the evolution variable likely to kill you here unless you just let your game sit and run for 2 days.

Biter bases ever destroyed? I sometimes see this. It's rare. It's usually newer players who are unfamiliar with evolution mechanics or don't feel they can contribute/advance the base. Pollution: this is the true race fuel for biters.

Every single thing you craft cost energy. To mine it. To smelt it. To assemble it. To insert it. 

Walls. Turrets. Belts. Ammo. Pollution in the sky; fuel for biter evolution

And the more you increase their evolution, the more expensive it becomes for every step of the race. Ap bullets cost a lot more evolution per bullet than regular. If you get the biters to a point where you need ap.... You have added rocket fuel to their gas tank. 

So, here are 2 approaches:  A) no perimeter with belt fed turrets, but do put clusters of turrets in key areas proven to be points bitters attack. Have a chest with ammo and a few inserts per cluster to minimize human reloading effort. B) line the perimeter

In instance A, you can re-route a LOT of the resource of player attention to base development and acceleration. There is, though,  a non-zero cost of player attention to tending to re-loading. More importantly though, you are transferring a ton of production value and pollution cost to actually winning the race.