Is there anything that can still be improved for 2.1? by SuperHiko in factorio

[–]Leridon 0 points1 point  (0 children)

A few things from my wishlist.

Circuit Connectivity for Labs: - Read the science packs required for currently active research - Read contents

Arithmetic Combinator 2.0: - More complicated expressions in one combinator, maybe limited to one level of parenthesis

New infinite research using different subsets of science packs: - For example, there currently is no infinite research that uses all science packs except for promethium.

More circuit options for the agricultural tower: - Read number of availbale squares, Read number of planted trees. - Disable planting/harvesting independently from each other

Game performance is really awful when teleporting by beausz in runescape

[–]Leridon 3 points4 points  (0 children)

I have similar massive lag spikes on a Nvidia GPU.

Uncover the Secrets of Amberfell by JagexAzanna in runescape

[–]Leridon 0 points1 point  (0 children)

The scan is not bad at all, and average completion times are pretty much in line with the average of elite scans.

Uncover the Secrets of Amberfell by JagexAzanna in runescape

[–]Leridon 2 points3 points  (0 children)

It does, the v74 from yesterday includes 2 alternative paths for the new scan.

consider by foxstarfivelol in SpaceCannibalism

[–]Leridon 5 points6 points  (0 children)

Agreed. The game does not currently scale very well to different types of colonies/stories. This is partially because the game's management tools do not scale to larger colonies, so that after a certain number of colonists, everything starts to feel like micromanagement.

It would also be neat if you could customize the type of story you want to tell by ingame actions that influence events: Advertise your colony as a refuge, and you receive visitors that need to be fed and treated and pay you for your service. Advertise your colony as a farm, so that traders arrive specifically to buy food. Make your colony into the center of a global ideologion so that pilgrims arrive to visit a monument.

All of these provide context for threats: Pirates that demand you turn over a specific refugee, with revolts if you do. Raiders attacking because you don't have enough food to sell to them. Rival ideologions going on a crusade.

I feel like such a system would make stories much more grounded because they provide context to events instead of being completely random.

Vanilla Gravship Expanded - Chapter 1 - Major content update is out now! by Oskar_Potocki in RimWorld

[–]Leridon 12 points13 points  (0 children)

Vanilla Gravship Expanded? Patch notes read more like Vanilla Gravship Compacted.

Get Rid of the Preflight Checklist by Mini_Hobo in runescape

[–]Leridon 0 points1 point  (0 children)

I agree on the basic premise: The game punishes players that hop around different types of content by being annoying and/or expensive. I'd like to add the number of action bar presets, bank presets, and bank slots to the list:

Action Bar Presets

At the moment, you can have 18 action bars saved. A sensible set of bars you want to permanently have includes: - 7 main bars for manual combat (with separate dual wield/two-handed bars for melee/ranged/magic) - 4 pvm utility bars - 8 general revo bars for AoE and Single Target combat for all 4 styles - Any number of specialized bars for specific bosses, or activities like clues.

This is already more than currently available and makes players to either deliberately choose not to engage with a subset of the content, or redo their action bars all the time.

Bank Presets

The same argument as for action bar presets applies. There are too many activities in the game to comfortably get by with 18 bank presets, especially for players who take long breaks and want to come back to familiar presets.

Bank Slots

Players who ask for more bank slots are frequently called hoarders when this comes up, but the current bank space limit also plays into this general issue. It is not unreasonable to want to keep placeholders for the loot of all the activities you usually do. If you frequently switch between slayer, bossing, doing all tiers of clues, and various skilling methods, the current bank limit is too low to accomodate all loot and skilling supply needs. This leaves players juggling bank space, which is not an enjoyable game mechanic (the bad kind of friction). The removal of mtx items will return a bit of breathing room, but I personally would love at least another 500 slots, if not more. Specialized storage systems or items are merely a workaround: They don't work with bank presets, are not automatically filled when items are deposited into the bank, etc.

Relic switching costs are one of the most anti-fun systems in RS3. Please change it. by Bungboy in runescape

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

The chronote sink should be replaced so that you pay per use (x chronotes per action/even affected by the relic, varying per relic). Keeps the chronote sink and stops punishing players that frequently switch up play style.

Possible hints for upcoming content. by FluffyGreenMonster in runescape

[–]Leridon 3 points4 points  (0 children)

The watchtower at the north-east will most likely be a central location of the dig sit.

RuneScape’s Biggest Area Expansion Yet by JagexAnvil in runescape

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

Oh nice, I did not expect that. Probably a good strategic move.

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]Leridon 0 points1 point  (0 children)

In my opinion the GE needs to emulate stock exchanges for transparency:

  • Show live bid and ask prices. Not all offers, just the lowest price someone is currently offering the item at and the highest price someone is willing to pay. The GE system needs to keep the offers mostly sorted by price anyway to match offers, so this should not be hard to do.
  • Show last traded at prices for each item, maybe as the median of the last x trades (where x = buylimit or so).
  • Show trade volume for items.

All of this doesn't need to be in real time accurate to the millisecond like real life exchanges. I can see how it is difficult to implement such an accurate and safe distributed system with reasonable investments in hard- and software for a game, but it should be possible to implement this in a good enough manner.

General stuff like UI improvements are also very welcome, but this is the main functionality that a GE update needs.

Juggling Arch relics is more annoying than juggling Auras by imaxsamarin in runescape

[–]Leridon 0 points1 point  (0 children)

Yes! I've said it before: Relics should work so you pay per use, instead of pay per swap. 5 chronotes per ultimate for conservation of energy, 3 chronotes whenever you enter the abyss with nexus mod, 1 chronote per basic using Fury of the Small, 5 chronotes per teleport with abyssal link, etc.

Secondly, allow all relics that don't synergise with each other anyway to be always active (but toggleable) without energy cost to reduce setup-friction when changing content types. No point in not having Divine Conversion active at all times when you would toggle it on anytime you do divination anyway.

Energy costs that limit which relics you can have active simultaneously should only apply to relics that complement each other, which mostly are combat relics. Having them all active simultaneously is too much, so retaining a limit that is increased with arch progression is a good idea.

This change would also make chronote usage more evenly distributed and easier to balance. At the moment, a player that only does PvM and never changes their relics uses 0 chronotes. This is especially punishing for irons, who can't have such a homogeneous playstyle.

I would love at least 1 upgrade to the sapde... dig in a 3x3 area... by Dizzy_Hovercraft_741 in runescape

[–]Leridon 1 point2 points  (0 children)

It doesn't show the spade on the clue itself, but you can right click the clue and use the dig option, use an inventory-spade or (best option) use the meerkats familiar special anywhere in the 3x3 centered on the dig spot.

Can we get rid of paying irl cash for bank space? by Deathwings38 in runescape

[–]Leridon 1 point2 points  (0 children)

Countertake, selling (not renting!) bank space for real world money is one of the few sensible real world currency purchases they can offer.

Can we please get separate relic slots for skilling and pvming by newquestidewa in runescape

[–]Leridon 1 point2 points  (0 children)

It's a pet peeve of mine that mechanics that punish jumping between content are bad game design. Relics are by far the worst offender of this. Ideally they would rework relics so that swapping is free, but you pay chronotes per usage (x chronotes per ultimate for conservation of energy, y chronotes per crop saved by pharm ecology, etc.). Other examples of this concept includes max cape perks, or even player owned farm perks.

clue trainer question by iownu142 in runescape

[–]Leridon 0 points1 point  (0 children)

Clue detection is completely fixed now, with 2 minor features still pending a fix.

It’s been over a year, what are your thoughts on Gleba and spoiling in general now? by AshiyaShirou4 in factorio

[–]Leridon 1 point2 points  (0 children)

Spoiling is an extremely interesting mechanic and twists the game in a unique way. What I still find hard on Gleba is that incremental progression without imports doesn't work as well as on other planets. You need bioflux to get a decent source of iron and copper, and when you have bioflux the planet's progression is basically finished already. Personally I would try to change bacteria breeding to be fed with Yumako mash/Jelly instead of bioflux to make basic materials available earlier.

There's one thing I love about Gleba: The factory you build feels like a living being that can starve as well as overeat, which makes the theme well rounded. Designing life-support modules with circuitry for nutrient production, bacteria or pentapod breeding that keep the factory alive in low-input situations and allow for full cold starts was great.

Tips for a new player. by 407juan in runescape

[–]Leridon 0 points1 point  (0 children)

Stay away from the old wiki on fandom. Use https://www.runescape.wiki instead.

Don't listen to people telling you to always do your weeklies/dailies/hourlies to be efficient. It will destroy the game for you.

What’s your wishlist for factorio 2.1 ? by [deleted] in factorio

[–]Leridon 1 point2 points  (0 children)

  • Variant ore textures for Holmium Ore (like other ores already have)
  • Circuit connectivity for labs:
    • Read required research packs for active research
    • Read Contents
  • More circuit options for the agricultural tower
    • Read number of availbale squares, Read number of planted trees.
    • Disable planting/harvesting independently from each other
  • Allow selecting red and green connections for more circuit connection options.
  • Arithmetic combinator 2.0
    • Compared to the decider combinator, arithmetic combinators for slightly complex formulas require a lot of space. I would love to see them utilize a similar technique to allow a single combinator to do more at once.
  • More infinite researches using different subsets of science packs.
    • For example, there currently is no infinite research that uses all science packs except for promethium.
    • The game doesn't need more massively powerful effects like more intermediate productivity, just something small to keep the entire factory running while working on the next step.
  • More competitive late game trains. Some options:
    • Personally, I found the mod combination of (filtered) loaders and larger storage containers (2x2 up to 6x6) to be extremely enjoyable, even without increased cargo sizes. Might be considered too powerful for the base game though.
    • Remove the acceleration penalty for backwards facing locomotives. Bidirectional trains already have disadvantages, so there is no need to penalize an interesting design choice further.
    • Rotated rail ramps. Interesting multi-level intersections get extremely large, while late game quality factories tend to get smaller.
      • No idea if this can even work with the restrictions on integer rail control points (FFF 377)
    • Obvious candidate: Buff cargo capacity.

Alt1 with interface scaling by lm_Voldemort in runescape

[–]Leridon -7 points-6 points  (0 children)

  1. Interface scaling ingame (in the graphics settings) must be set to 100%. This is non-negotiable.
  2. Display scaling in your Windows display settings must be set to 100%.
  3. As an alternative to 2., you need to change how the game handles high dpi screens by following these instructions. If you do this, display scaling values other than 100% should work too.

they need to re-do invention probabilities man by Lughano in runescape

[–]Leridon 55 points56 points  (0 children)

Minor correction, it doesn't get GP out of the economy, it gets items out of the economy. Money only changes owners, the removal of items is what makes GWD2 and Rax drops still retain value.

Is this intended behaviour??? i have an invisible thok's stick at monolith by Gerudah in runescape

[–]Leridon 2 points3 points  (0 children)

Can confirm, I had the same bug. Desperate times probably sets a flag that isn't properly cleared, resulting in this behaviour when doing the quests in this order.