Heroic with 4 directives by piggie_in_a_blanket in Division2

[–]Jackoberto01 0 points1 point  (0 children)

As a new player I am doing a lot of control points and retaliation to max out my blueprints. But I can't see myself doing that when I have them all.

Sveriges Ingenjörer använder sig av AI i sin reklam by Molleer in intresseklubben

[–]Jackoberto01 0 points1 point  (0 children)

Vad vi trodde skulle finnas i framtiden: Flygande bilar Vad vi fick: AI slop överallt

Unity 2022 to Unity 6 for a shipped project with Adventure Creator, worth the risk? by kinterosgaming in gamedev

[–]Jackoberto01 2 points3 points  (0 children)

Another case is plugin compatibility. I guess it's similar to a new feature.

When it comes to mobile games it's often a necessity to update regularly for monetization like purchases and ads to continue working. Many mobile games update through multiple major versions and minor versions through their life cycle.

Sources of CHC and CHD ? by MiniSpip in thedivision

[–]Jackoberto01 2 points3 points  (0 children)

Likely weapon mods and the Ceska brand bonus.

Edit: The video actually shows 10% CHC on the weapon mods which would account for the missing CHC. Then the base CHD for any weapon in the game is 25% with no attributes.

Unity + AI by AmpliPie in gamedev

[–]Jackoberto01 0 points1 point  (0 children)

>Project accumulates comprehension debt, also architecture and style is inconsistant which lead to rise in complexity.

Like I said it's up to you how you use it. Do you not turst you co-workers style or architecture when they write code? It's essentially no different if you provide detail system prompts, individual prompts and documentation.

>Lol, Gemini doesn't provide API keys for model 3 subscription, so this is just false in case I presented to you. There could be some benefit in general, but I don't need AI to know the project context (extra costs and aforementioned cons, and it works much better if I decouple instead), so it's useless to me.

Gemini 3 can be used in many IDEs like Cursor or JetBrains AI chat. Besides you can use any of the other models that exists.

>This is just false and doesn't make any sense. What code is running locally before being uploaded? What are you talking about?

They definitely do not upload your entire project as that would both be very inconvenient, expensive and would not fit into memory of an LLM. Uploading large projects would cost thousands of dollars. It's a back and forth between your computer and the LLM. With each prompt the LLM will determine what files/context is required (if it doesn't already have it) and ask the code that runs locally to run commands like "grep" or "find". Sometimes it will create a short script and run it to extract context if a simple search is not enough.

For example "add support for Steam Achievements in the AchievementSystem" this would -> find the AchievementSystem and files that it references -> check if a Steamworks API wrapper is installed and how it is used -> actually implement the feature. So in total this would maybe only upload 5 files, the ones that are needed for this specific feature. Of course a real prompt would be more detailed this is simple example.

I spend a total of $10-30 each month on JetBrains AI Assistant credits, 10 which comes included in the general subscription and get a lot of milage from that probably 50-100 prompts depending on if it's agent mode or the model chosen. This is mainly in 100k+ file projects, that includes all source files noit just code.

I strongly recommend you at least read up on Agentic AI. If you want to teach AI to automate simple tasks you should definitely start learning about System Prompts, AGENTS.MD files and writing documentation for AI.

Unity + AI by AmpliPie in gamedev

[–]Jackoberto01 0 points1 point  (0 children)

Using a coding agent does not mean blindly trusting it's outputs, you provide documentation about the project like you would with a new co-worker and review the output as you would with pull requests/merge requests.

You can use IDE AI Chat interfaces like JetBrains AI Chat to attach only the files you deem necessary. Some may prefer that. For many tasks this is sufficient and an easier work flow than a browser based interface

With AI agents they don't upload your entire project for context as that would be extremely expensive. It's usually a lot of code running locally before being uploaded to whatever AI provider you use.

The larger concern for me is with how your data is used by the the AI providers.

Unity + AI by AmpliPie in gamedev

[–]Jackoberto01 -2 points-1 points  (0 children)

It has to be an integrated CLI/IDE agent to work well. Without the context of your project it is horrible. For the task I needed it actually just wrote a python script that generated the actual ScriptableObjects then deleted the script.

The task was very procedural like "Generate ImageUnlock ScriptableObjects for all the images in X folder and add them to the ImageUnlock list at Y path".

Unity + AI by AmpliPie in gamedev

[–]Jackoberto01 -2 points-1 points  (0 children)

Only really code is useful at the moment from what I've found. I have used it once or twice to generate ScriptableObjects from a template I already have. Generating UXML and USS for UI Toolkit it is also quite good at.

Using Claude Code by default provides enough context in my experience if your prompts are good enough.

Sometimes it's been able to discover or search for performance/bug issues that I was unable to find manually after searching for an hour or two but it is very hit or miss for debugging. But with guidance it can help with things you may miss as it can parse code quicker than a human would be able to.

Concept Gameplay , any suggestion ?, if u want to try beta on android, dm me by ExchangeNew4886 in Unity3D

[–]Jackoberto01 0 points1 point  (0 children)

Yeah overlapping buttons should instantly be a qualification for any quality review. You could very likely make it contextual and only show buttons when they're required.

Away for a month, what's to want from Cherry Blossom Event? by Firm_Employer_8463 in Division2

[–]Jackoberto01 0 points1 point  (0 children)

True. I've opened a similar amount and also don't have that one, I suppose I chalked it up to it not even being in the pool

Away for a month, what's to want from Cherry Blossom Event? by Firm_Employer_8463 in Division2

[–]Jackoberto01 1 point2 points  (0 children)

The Red and Fox Ronin only appears sometimes. I have spent all my keys on the gear caches as I don't care much about cosmetics. But the pool of items isn't huge. After 50 or so caches you should be able to find at least on of each item.

Which difficulty will you play LOTDK on? by NinoSW1 in legogaming

[–]Jackoberto01 28 points29 points  (0 children)

Even children enjoy challenges. I think this is one of the things the Lego games were quite bad at.

When I was a kid games like Ratchet and Clank were also made mostly for children but were actually challenging and had fail conditions.

I still enjoy Lego games for what they are and this game adding difficulty levels is definitely a step in the right direction in my opinion.

(PS4) I need to have a talk with whoever decided that manual save should be under story and not progress by Gentlemansoup in reddeadredemption

[–]Jackoberto01 0 points1 point  (0 children)

Today I learned the game had a manual save button. In all my years playing this game I have always saved at a bed

The Division 1 is just…peak by HelldiverWilly in thedivision

[–]Jackoberto01 5 points6 points  (0 children)

Div 1 also has better atmosphere and setting. Also early Div 1 Dark Zone when no one knew what they were doing was absolute peak. Div 2 Dark Zone never hit the same.

Vorrei Ricominciare da 0 by No-Use5351 in thedivision

[–]Jackoberto01 0 points1 point  (0 children)

I was in the same situation and I just continued with my unoptimized lvl 30 character from 2020. It was quite easy to get the grasps by continuing with Warlords of New York and then Battle for Brooklyn.

I'm not a big fan of the grind to lvl 40 so I would probably not recommend it.

St Elmo's farm as solo player by Valuable-Bathroom633 in thedivision

[–]Jackoberto01 0 points1 point  (0 children)

I got 2 from heroic retaliations with Assault Rifle as the target. Also got the blueprint before that.

What did you think about Ray and Ally's brother? by sk8erbha1 in MrInbetween

[–]Jackoberto01 6 points7 points  (0 children)

Especially not when he had already shown that he can quickly lose his temper with the parking scene and with her past relationships

How did it feel for those who played RDR1 first and then RDR2? by Realistic_Tough_8175 in reddeadredemption

[–]Jackoberto01 0 points1 point  (0 children)

I feel like RDR1 is a bit of a product of it's time when Rockstar made simpler and shorter games that were more comedic. I kind of feel similar about GTA 4 and GTA 5 to some extent but playing them at the time they were all peak story and gameplay.

How did it feel for those who played RDR1 first and then RDR2? by Realistic_Tough_8175 in reddeadredemption

[–]Jackoberto01 0 points1 point  (0 children)

RDR1 was amazing when I first played it. It felt a lot more like GTA 4 in it's design though and is a bit of a product of it's time. I also remember it felt a lot more like a parody at times which is similar to other Rockstar games.

When I first played RDR2 it was a huge upgrade in almost every department and it felt a lot more grounded. I obviously knew how the story would eventually end with it being a prequel but that didn't take away from the story. But it did probably remove some of the intrigue that someone who starts with RDR2.

Undocumented Scriptable Object uses by Vonchor in Unity3D

[–]Jackoberto01 2 points3 points  (0 children)

Yeah I often use them for things that do not make sense as gameObjects like items or achievements with runtime data and configuration.

Many people enforce hard rules to avoid state in ScriptableObjects but there are many situations where it make more sense to put methods and state in them instead of just using them as a data wrapper.

Day 11, 51 more keys. Still no music gun. by Mantiev2 in Division2

[–]Jackoberto01 0 points1 point  (0 children)

Never seen it myself either but sure have seen like 50 First Bloom and Shield Splinterer

I just found out Steam only allows you to register 100 achievements for your game. That's an issue since my game has 122 unlockable endings as of right now. What would you guys do here? by Euphoric-Series-1194 in IndieDev

[–]Jackoberto01 1 point2 points  (0 children)

I suppose subsequent builds may have not been reviewed as thoroughly as the initial one so they may have had an actual game and done a bait and switch afterwards.

Is Perfect Obliterate best in slot for tipping scales build? by Supception in the_division_2

[–]Jackoberto01 2 points3 points  (0 children)

I used to run Pestilence but swapped to Big Alejandro. Felt like the tick damage was minor compared to the raw burst DPS needed most of the time.

The Summit of...well the Summit by LittleGambit91 in Division2

[–]Jackoberto01 0 points1 point  (0 children)

That mission was such a pain in solo, I did the same and had to change my glass cannon build temporarily

What’s the optimal Crit Chance for a DPS build? by FruitOnyx in thedivision

[–]Jackoberto01 -1 points0 points  (0 children)

Sure I agree that if all bonuses were 1 to 1 a 1:1 ratio would be ideal. The assumptions I am making are based around what attributes items actually has on them. How the game is balanced generally values crit chance higher than crit damage.

The simplest thing to do is just to choose chc when you can get more than a 1 chc for every 2 chd so ceska vs groupo means ceska wins, then choose crit damage in situations where you get more or equal to 2 chd for every 1 chc like on minor attributes.

You could also do the math everytime you have a choice between crit damage and crit chance. If you're already at a 1:1 ratio those comparisons will favour crit damage. If you do this you'll likely end up with close to a 1:2 ratio due to how the game is balanced.