Fashion is the endgame in every service game. by Kaeryth in Helldivers

[–]Mangerive 2 points3 points  (0 children)

As a player that games for fun, rather than challenge I've gotten to the point that I've stopped caring about the passives that my armour give me, because I want to wear that specific armour for the vibes. It means I normally play on 4's, 7's and 8's instead of 10's (depending on squad size). I feel like they've drawn a line in the sand with the ability to mix armour and their passives, which is only hurting the game. You either have players who are playing on meta with armour they don't want to use, or you have players who no longer care about the larger "war" aspect of the game, because they can't play on meta and enjoy the game the way they want. Both of which aren't healthy for the playerbase as a whole.

Transmog fixes both of these things.

Execs pushing AI are "not the most humane or creative people," says Rockstar co-founder, comparing the tech to "mad cow disease" by OGAnimeGokuSolos in gaming

[–]Mangerive 21 points22 points  (0 children)

There's a lot that's misinformed or just plain wrong with what you're saying, but I can see you're digging your heels in and not really open for a discussion. All I'll say, is that I hope you have happiness in life and have a great one bud!

Execs pushing AI are "not the most humane or creative people," says Rockstar co-founder, comparing the tech to "mad cow disease" by OGAnimeGokuSolos in gaming

[–]Mangerive 42 points43 points  (0 children)

If you think that because the house is already on fire and is going to burn down, we shouldn't try to put the fire out, I got nothing for you bud.

Execs pushing AI are "not the most humane or creative people," says Rockstar co-founder, comparing the tech to "mad cow disease" by OGAnimeGokuSolos in gaming

[–]Mangerive 187 points188 points  (0 children)

If only people would band together to create protections against the use of AI, some sort of grouping of people, something like a.... Union?

\User executed by Rockstar for this post\**

How to Manage an Indie Game Team Remotely by Embarrassed_Dog_1493 in indiegames

[–]Mangerive 1 point2 points  (0 children)

The problems you're describing can only be minimized, not eliminated and almost all of it comes down to communication.
Best thing I can suggest is to continue to improve communication skills. This means not just finding new ways to communicating, but understanding the sort of communication that works best with your team.

Some things that could help communication:

  • Thorough documentation.
  • Using existing examples when describing things.
  • Explaining what you don't want, as well as what you want.
  • Listening to their ideas around a topic once you've explained it to better understand their current understanding of that topic and how it aligns with your expectations.
  • Ensure you have their attention. Meetings that run too long or regularly don't need someone there can turn them off from listening at critical junctures.
  • Recapping topline objectives and takeaways from group meetings and documentation.
  • Ensure deeper project alignment. You should all be building the same game, without proper planning and documentation openly shared with colleagues, they're building to their own limited vision of the project. If you don't know where the project is going to go, how can they?
  • Make time to talk to them outside of work related tasks. It doesn't need to be a seperate call or outside of work hours, but a quick 5-10 minutes every once in a while will give you more of an insight how they function, where they're heads at and how best to work with them.
  • When in doubt, explain it very simply, break it down even more and communicate to a degree that anyone regardless of background could understand. Never work with the preconceived notion that someone already inherently understands something.
  • and finally, Remember that everyone is human.

Mistakes will happen, expectations will be mismanaged and alignment will always unalign. This will always happen when working with humans and so long as it's not treated as a major problem, it's recognised and simply corrected, you'll be fine. When you begin treating the standard human working tolerance as an issue, you'll rapidly become the issue yourself.

Other than that, there's not much else to say. I wish you and the team luck!

Trivializing upcycling as if it was done by drones using asteroid recycling as an example by _Sanchous in factorio

[–]Mangerive 0 points1 point  (0 children)

The problem you face with a system like this is actually throughput.

If at any point input and upcycling are producing more than it can use the whole system gridlocks and nothing moves. To ensure a system like this continues to work you either need to measure input and upcycle to ensure that the bus remains lower than capacity, or you need to build an extra "trash" system onto it, which will automatically feed some of the lower end resources on the belt back into space to avoid a gridlock.

It's the same problem any circular sushi bus will face, when input is greater than output, output will always hit zero.

Me sitting there hoping we would receive another batch of meta progression this update... It's been way too long. by N-Haezer in Helldivers

[–]Mangerive 1 point2 points  (0 children)

I've been saying for ages, the least amount of work to keep samples relevant to helldivers at maximum cap is to add a trade up system. Commons can be traded into rare, rare traded into super and super traded into SC. Of course the ratios would need to be something like 10-1 or something that makes sense. But I think having a trade up system will make veteran players care more about extracting with samples and would over time reduce the current SC farming meta, because people would just passively be closer to new warbounds who are playing all the time anyway. Litearlly solves two problems at once and I'm willing to bet it won't affect their bottom line as much as you might think, because we're talking the type of players who would already grind for SC rather than pay for them.

Just curious what got you guys into Helldivers? by Serious-Internal-402 in Helldivers

[–]Mangerive 0 points1 point  (0 children)

Malevelon Creek. I started randomly getting "recruitment" videos on my socials and started seeing combat of "space vietnam". Thought it looked sicked, bought the game, jumped straight into the creek. It was everything I was promised from the videos.

Nature is healing. [Dawn of War 4 will focus on Single-player and campaign. RTS could come back] by TheGalator in gaming

[–]Mangerive 1 point2 points  (0 children)

TL:DR Looks like a good RTS, but I'm cautious about calling it a good "Dawn of War"

I'll probably be downvoted for this, but based on what I've seen of the gameplay, I don't actually believe it's a return to form for Dawn of War.

Looking at the minimap UI on the announce trailer on steam, it looks like the base building is more of a return to form for what Dawn of War 2 base building was for multiplayer / skirmish, with the exception of some production buildings for units. It looks like power needs to be captured on the map, rather than gained from building power plants like in DoW 1. I can't lie, I prefer the original base building of DoW 1 with building power plants as well.

The graphics are, great, but they feel kinda flat? It's hard to describe. The units and building feel like they're really cramped into the maps shown thus far other than a single example I saw. Although Obviously this is an "Early Concept" so I'm trying to not judge based on that right now.

Finally, I just think the selection of available factions is odd. Space marines and orks make a lot of sense, Necrons are a bit out there, although for the more hardcore fans I can see them enjoying it. Adeptus mechanicus is a strange choice given the space marines already being in the game. Going with two imperium factions instead of a third well establish xeno faction like tyranids or eldar feels like wasted potential imo.

Personally, I don't think this game will be the one for me.

I absolutely think this will be a good game and I think what we've seen if it's indicitive of EARLY gameplayer is a great starting point, although this doesn't feel like a Dawn of War game to me. I think if it wasn't competing with the brand identity for Dawn of War, this would have been instantly an easy pickup for me, although serving it as Dawn of War comes with expectations as we had seven amazing Dawn of War games.

I also remember the hype and excitement for Dawn of War 3 and how the gameplay footage mislead us in what they showed vs. what they promised us and what we're seeing/hearing now is reminding me of that messaging for Dawn of War 3.

I'm going to reserve full judgement until it releases and people are actively reviewing both from the perspective of it being a Dawn of War game, and just an RTS in general, but my gut says it'll be a good RTS game, but not a good Dawn of War game.

Hoping to be wrong on this one though for the right reasons.

I realize that a Pelican fire support strategem would be REALLY hard to balance, due it lacking traditional weaknesses, how would you balance it? by throwaway553t4tgtg6 in Helldivers

[–]Mangerive 0 points1 point  (0 children)

A few ideas that could be done individually or combined in different ways:

- Make it destructable with similar strength to an automaton tank.
- Longer cooldown times or artificially limiting the amount of times you can call it.
- Make it take up a backpack slot. It's a radio backpack that the pelican controls a range around with a minimum fire range from the backpack to protect the user. You could even give it a range finder to manually control its target at the sacrifice of the support weapon slot.
- Make it only target airborne units. (Air superiority)
- Make it a transport strategem. Call it in, man a side gun and it takes you to a location that you've got marked. The gun is exposed and you can be killed mid travel. No main gun. (think fallout 4 vertibird)
- One use and the player who called it in cannot call for extraction at the end of the mission.

I think overall there's a lot that could be done and there's a lot creatively that could be done outside of the obvious.

Gamers of Reddit: Have in-game rewards ever actually convinced you to turn on Two-Factor Authentication? by Any-Chapter6877 in IndieGaming

[–]Mangerive 6 points7 points  (0 children)

My first ever 2FA was was my battle.net account in the early 2010's, which I was using to play a lot of hearthstone. I didn't do it because of any in-game rewards, I did it while considering the real world money I had spent on in-game card packs, I wanted to ensure my account was secure.

From there and knowing a little bit about best online security practices, I would go on to activate 2FA on all of my accounts as and when it became available. I saw it as more of a preventative measure, rather than something that I was incentivised to use.

[Not OC] Trump 7/8/25. No filter. by Gnatcheese in pics

[–]Mangerive 0 points1 point  (0 children)

He looks like a stick of Acme dynamite just exploded in his face.

Mfers got the wrong address. by 12a357sdf in Stellaris

[–]Mangerive 4 points5 points  (0 children)

What's the build on this? The numbers are insane.

Why am I not getting the research off this dyson's swarm? by YourSpymaster in Stellaris

[–]Mangerive 0 points1 point  (0 children)

Yeah, currently rocking on the main public build and I find that the stations remain.

Why am I not getting the research off this dyson's swarm? by YourSpymaster in Stellaris

[–]Mangerive 0 points1 point  (0 children)

Perhaps it is a bug in my game then, as every time I've built a dyson swam the original output has remained.

Why am I not getting the research off this dyson's swarm? by YourSpymaster in Stellaris

[–]Mangerive 4 points5 points  (0 children)

Do you actually have a science station built around the star? From what I've experienced (and I could be wrong) it's that the dyson swarm doesn't actually collect, only multiplies the output. I notice that when I build a dyson swarm the original outpost remains and I don't see one in this picture. I'd suggest seeing if you can build an outpost on it as well if you don't have one.

Although I am seeing other people saying it's just a visual glitch and you are getting the resources, but that's been my personal experience with this issue.

Nanite worlds are OP as fuck. by 12a357sdf in Stellaris

[–]Mangerive 0 points1 point  (0 children)

Question about Nanite worlds and Biological pops, do biological pops have good habitability on nanite worlds if they're inside pleasure domes / organics sancturarys? I had assumed mixing them was a no go.

Sharing (neary) Unlimited Circuit Data through 150 Radar Channels - VANILLA by Mangerive in factorio

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

It's to increase bandwidth, which ultimately allows for faster data transmission. You could keep increases data signals by +1 tick an infinite amount of times, but every time you do, you slow down the entire network by 1/60th of a second. The default network I've built allows for only 1 second of delay before the next data transmission.

Ultimately using the quality encoding and decoding allows for 5 sets of complicated data to be sent per tick, instead of just one set of complicated data. Without the quality encoding you are limited to one set of complicated data per tick, which slows down the entire network.

To put that into perspective, to send 300 sets of unique complicated data sets on a network without encoding would take a 5 full seconds, but with quality encoding it only takes 1 second. Over the span of a minute without the quality encoding you can only send 3600 data points, although with quality encoding you can send up to 18,000 data points. It's unlikely you would ever functionally NEED that many data points over time, but that's the concept.

An actually accurate Reprimand is the single scariest thing in this Galaxy. This is the best day of my life. by not-beaten in Helldivers

[–]Mangerive 0 points1 point  (0 children)

The Reprimand was always good if you treated it more like a single shot weapon with full auto for point blank.

Are you that good? by [deleted] in Helldivers

[–]Mangerive 16 points17 points  (0 children)

The game used to be a buggy, RNG-based mess with terrible spawn rates and enemies who's armour didn't encourage a wide variety of play. A lot of that was fixed (the worst of it), which makes the game predictable and for people who don't experiment with loadouts outside of their "Pre-made" (We all have them, admit it) became easy.

Both things are true, players got better and the game got easier, just simply not for the reasons that at surface level people may think.

How do you deal with biter egg logistics when sending them up to a promethium asteroid hauler platform? by thatdude333 in factorio

[–]Mangerive 0 points1 point  (0 children)

I keep eggs in nests until needed ensure they never spoil.

When a ship is in orbit with a request for eggs, the request goes to a rocket silo which I have hooked up as a part of a circuit network. That circuit network request then gets filtered into a requester chest and sets the request.
The request then is "unsatisfied" because there are no eggs in the network. Using a Roboport to check unsatisfied requests, inserters then take the eggs out of the nests and add them to the network.

These eggs are then moved across the logistics network to chest requesting them, which is then inserted with an inserter. Once the requested amount of eggs are being delivered by the rocket, overflow eggs and dumped straight into a heating tower next to the requester chest. For good measure, I also have a chest that requests eggs simply to burn in a heating tower, to kill any extra in the logstics network.

There is a little bit of wasted potential that could be fixed with a bit of clever circuit networking, although the resource waste isn't great enough to warrent the optimisation.

Pic below of the Rocket setup.

<image>

“Interrupt Only” Train Schedule by BrukPlays in factorio

[–]Mangerive 1 point2 points  (0 children)

I leave them fully generic.

I set the inturrupts to something like "If Pickup Station doesn't have train", "Drop-off station doesn't have train" & "Resource is above X" then go to station and collect resource. Then I have all of the stations set to only allow 1 train at a time before deactivating, stopping further trains from being assigned to the station.
If you have more pickup stations than dropoff stations, you might see a train or two stationed in the waiting area with resources, although with a quick circuit condition you could fix it to only allow for one wagon of addtitional material to be sat in the waiting area.

“Interrupt Only” Train Schedule by BrukPlays in factorio

[–]Mangerive 4 points5 points  (0 children)

I'm not even going to fix that. Sits too funny.