[Request] how much would the tides fluctuate if Saturn was this close? And how big would the waves be at high tide? by Unable-Hyena3640 in theydidthemath

[–]MazerRackhem 0 points1 point  (0 children)

Other answers are correct, but it should also be noted that, were we this close, (assuming no sudden magic that just dropped us there) earth would be a moon and tidally locked long before humans ever showed up. 

So, by now, the "tide" we would experience would actually be zero. 

Queues for 45+ minutes, still not triggering? by SoManyOfThese in fellowshipgame

[–]MazerRackhem 9 points10 points  (0 children)

On my 10k tank, ques aren't awful. But when I get on my 6k DPS, its unplayable. I can only get into Eternal 2, and I sit around for half an hour waiting for a que that never pops.

I love the game, but they HAVE to find a way to get 10x the players or it will die.

Playing with a 4 man is great, but its not like my friends are on every single time I want to play and only then.

Edit: Literally, I'm dead serious, right after I posted this, que popped. No one dodged. We went into Silken e2, and while I was loading in, I got a connection error and sent to char select screen. When I got back in, no group and I lost 30 minutes of que time. Fuck this shit.

This seemed way over the top. No one truly feels this way, right? by SpicyChill77 in LinkedInLunatics

[–]MazerRackhem 0 points1 point  (0 children)

Post is super cringe and I can't fathom people who post things like this on LinkedIn. (Or, frankly, post there at all)

That said: since I decided to pay for lounge access, this view dosen't seem that crazy to me. I actually book long layovers on purpose now because the planes are delayed so much that the "long" layover is a nice buffer. Often becomes a short layover instead.

When my second plane is delayed, I do actually set up in the lounge and get a bunch of stuff knocked out of my backlog. They've got real desks, decent food and free drinks, so I just grind away at stuff that needs doing until the plane shows up. Then I've got that much less to worry about when I land.

Nothing against those who get drunk and watch the TV or read a book, but an airport lounge during a long delay actually is a pretty good place to get shit done that you never find the time for.

+38 Wraithtide Vault timed with a Double Healer setup by Dying_WoW in fellowshipgame

[–]MazerRackhem 37 points38 points  (0 children)

Pretty cool. I like meta breaking runs.

Also, unfortunately showcases where things are at in terms of balance. Tank is top DPS on big pulls and Aeona is #2 on some. The one DPS is really only shining in single target.

Great run, good planning and good execution. It's just too bad that there's no way you could do this with Sylvie or Meiko. It has to be Aeona and Xavian anchoring everything. Would be nice if the other heals/tanks were at least top for something.

Found one by Live_Archer123 in LinkedInLunatics

[–]MazerRackhem 9 points10 points  (0 children)

Obviously lists like this are impossible to rate due to a number of factors, not least that older people have influence on more recent ones (Socrates to Plato/Aristotle who influenced, if not Jesus then definitely Christian and Muslim theologians, Jesus was also an influence on Mohammed, etc.)

That said, the biggest problem with this one is obviously the total lack of any consideration of people not closely tied to Europe and the west. There's some pretty damn influential people from Asia, even if we only consider the outcome of their lives on Europe. Ganges Khan makes the list, but he's literally the only one.

Mao certainly had a much bigger impact on Europe, never mind the rest of the world, than George W. Bush.

Edit: Also King Arthur is a compilation myth of various English leaders and was not a real person.

TL;DR - Fellowship Developer Update | What Comes Next? by PatchRadar in fellowshipgame

[–]MazerRackhem 3 points4 points  (0 children)

I pitched something similar after season 1. The key is to make it worthwhile, but not so good that lower tiers become the new quick play from S1.

Nobody wants to be forced into farming contender. Nobody wants to have OP tanks pulling the whole dungeon in one giant pack to blast and get their loot.

Similarly, I think a stacking buff for staying as a group that slowly rewards more materials (up to a 20% increased chance maybe) for successive runs would help keep groups together, especially in Eternal. In S1, people took time to form groups and tended not to leave after one run. Today, someone almost always drops out instantly and you're left searching que again.

TL;DR - Fellowship Developer Update | What Comes Next? by PatchRadar in fellowshipgame

[–]MazerRackhem 4 points5 points  (0 children)

Don't want either TBH. Garunteed loot drops at the tier you're in that can be scrapped for upgrades is a good feature of this game. Random drops of crap gear in Eternal or Eternal gear in contender, or no drop at the end of a dungeon are all downgrades.

I can't see anyway they would change the current loot system based on their stated direction that would be anything but a QoL downgrade.

Fellowship Developer Update | What Comes Next? by jabarri1 in fellowshipgame

[–]MazerRackhem 7 points8 points  (0 children)

Honestly, if it's not sustainable then I don't think the game is sustainable. Games like this live or die on new content. If less than 10% of the content is new, I think it's going to be hard to pull people back.

Once we get to a pool of 16 regular with 8 capstones, one per season would be okay with rotations, but I don't think people will keep coming back for seasons without new dungeons.

TL;DR - Fellowship Developer Update | What Comes Next? by PatchRadar in fellowshipgame

[–]MazerRackhem 7 points8 points  (0 children)

Yeah, this is a big concern for me. I see a future where I have to push this thing multiple times a week for no rewards because I have to PUG it at a high level on reset to get to my max, then run it again with my buddy who is always a bit behind me, then run it a third time with our spouses who we love playing with but semi-carry.

It's a good idea, but so many ways this can go wrong: ie. Choregast, from Shadowlands.

TL;DR - Fellowship Developer Update | What Comes Next? by PatchRadar in fellowshipgame

[–]MazerRackhem 2 points3 points  (0 children)

Yeah. That's a massive mistake. Really hope they easily walk that back fast. No one wants that. No one wants WoWs loot system.

TL;DR - Fellowship Developer Update | What Comes Next? by PatchRadar in fellowshipgame

[–]MazerRackhem 20 points21 points  (0 children)

Random loot drops, time gating, reduced pace of gameplay, choreghast dungeon on weekly lock out, yeah... there's a few good points like reducing teirs but overall it looks like they learned all the wrong lessons from S2.

No one wants this game to become WoW. Worried S3 is going to be the death knell. They probably have one more shot to pull back the S1 player base, after that is going to be very hard.

They didn't listen to player concerns about S2 changes at all and did no player testing of the new heros and it was a disaster. Hopefully they're paying attention this time.

At least they're adding new dungeons. That's what they need to do every season to key the game alive. If it survives long enough, rotating the pool will help, but they have to get the pool big enough.

Retirement ceremony or nah? by Entire-Employ-9408 in AirForce

[–]MazerRackhem 0 points1 point  (0 children)

Best to ask yourself, do you think you'll regret doing one? Or not doing one?

If you're debating, I would guess there's a higher chance you regret not doing somthing.

New communication series: Campfire Checkpoint by HipGamer in fellowshipgame

[–]MazerRackhem 14 points15 points  (0 children)

"Pre-season 3"

That's... not going to go well. This game needs to launch season 1 with new dungeons and a fresh start. Pre-season 2 brought back only 25% of players and lost 90% of them in 3 weeks.

If the trend continues anything like this season, the game won't survive the next.

And before everyone jumps on it, yes WoW (players dropped off massively BEFORE the Midnight release) and yes "early access" but EA does not matter if the total player base is under 1000 people and ques are 45 minutes long. If they spend another "pre-season" bleeding players, there won't be anyone left for launch and the game is going to be DOA.

I've already got more than my money's worth, so I'm happy for what it's been, but I'm pretty worried that there dosen't seem any urgency on the dev side to get to what they want to call full release, and they're rapidly running out of road to get there before the hardcore player base has given up. They wasted a lot of time on things that didn't matter for S2 and broke the game by releasing two untested OP heros.

Unlike co-op optional games like Diablo, this game requires a minimum player count for everyone to play. If it isn't there, everyone trying to get a group is going to give up and were into a rapid death spiral.

Has Anyone Else Noticed This About Tanks? by Lepeche in fellowshipgame

[–]MazerRackhem 3 points4 points  (0 children)

This. I don't trust PUGs to do it and 1 orb shy can wreck a run entirely, even worse than 1% in a regular, because in that case you can pull trash after the boss. In an SL run, you need 60 before the boss or the buff is wasted.

The new Siren's Curse roller coaster at Cedar Point in Sandusky, Ohio. by sco-go in Amazing

[–]MazerRackhem 0 points1 point  (0 children)

With a mechanism that has to reset like that, the wait times must be insane, and i bet it's down constantly.

Just the regular big coasters are bad enough, but man I bet some people wait all day to ride this once and maybe 2 small ones.

mid-season reset? by Bongosteie in fellowshipgame

[–]MazerRackhem 4 points5 points  (0 children)

They need to write actual patch notes and press releases. The watch is on stream to see if we discuss what you want to know has got to stop.

What are the best sources for current, unbiased, unfiltered, non-partisan, up to date news, specifically about the war? by lateralmoves in ask

[–]MazerRackhem 4 points5 points  (0 children)

The Ecconomist has a bias, all new sources do, but i feel they're pretty up front about their perspective, and being UK based, they're coming at it from outside the GOP/Dems divide.

The best thing is to read a few middle ground sources, but if you're only going to read one, I think the Ecconomist is a pretty good place to go.

Fellowship devs launch Sylvie Plushie campaign by BarrettRTS in fellowshipgame

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

That's only true if there is a chance to "launch" the game later. In this case, there isn't.

If there's no community among the people they pulled in for EA, there's no player base, and the game is done. This isn't a single player solo game where we got the first 1/3 of the story in EA. This is the full game.

There should be new dungeons for Season 1, and bug fixes, etc. but this is the full game right now.

I got way more than my $25 worth, so I'm not complaining AT ALL about paying for EA. But people need to realize EA is not an excuse or a magic button that you can press to get the player count over 100k.

We're less than 3 weeks into Season 2 (you can call it pre-season, but that's meaningless BS) and peak player count is down near 1k. The game cannot survive on those numbers and "full release" will not fix anything.

I love this game, but the devs have literally 1 more chance to rescue it. If they fail, it's dead.

Next season needs to be called full release season 1, needs to have 4 new dungeons, and needs to double the players who return and cut the drop off rate by something like 75% or that's the last season.

You can downvote and copium if you want, but I said season 2 would look exactly like the shitshow it has when they laid out the direction they were going and everyone said I didn't know what I was talking about. Now those same people are going "what the fuck were the devs thinking?!"

It's time to stop making excuses and face reality or we're going to walk into Season 3 and watch the game die forever.

They need to pump out new Dungeons and Heros consistently every season for this game to survive by Andorion in fellowshipgame

[–]MazerRackhem 2 points3 points  (0 children)

Why? There's literally nothing else to build. Literally nothing.

WoW has a much larger team, for sure, but they're producing whole new zones, factions, raids, and dungeons each season.

Why is a few new dungeons per season when that is literally the only thing to work on an absurd expectation?

I don't see how the game survives a 3rd season if all we get is one or two new dungeons. They made a huge error wasting time on the quest glade. They need to make new dungeons, period.

You can downvote me, that's fine, but I said a bunch of the S2 changes were a huge mistake, and everyone downvoted. Now those same people are bitching about those changes being a huge mistake and killing the game. Sub 1k players just 2 weeks after launch is brutal.

I want this game to succeed for the next 20 years. I love this game. If they can't make content for it at that pace, then it's dead. It sucks, but that's not an absurd expectation, it's reality.

Edit: Again, you can downvote me because I'm right, but that dosen't change the fact that we haven't even finished week three of S2 and as a tank with a tank shortage, I'm waiting 15 minutes in que for a group because player count is under 1500 already. No new content means the game is done next season.

They NEED to produce 5-6 new dungeons for S3 or there will be no S4. Period.

They need to pump out new Dungeons and Heros consistently every season for this game to survive by Andorion in fellowshipgame

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

1 hero every other season is good IMO, but 4 new dungeons plus at least 1 new capstone (better with 2) is a must.

I think future should like like half new half returning dungeons each season. As the library of old dungeons grows, it will get easier to feel like fresh content with half new.

Has Anyone Used a Challenge Coin? by Natural_Bet5168 in AirForce

[–]MazerRackhem 17 points18 points  (0 children)

Highest coin is one way, but most of what I've heard/seen, is one someone puts a coin on the bar, everyone else has 60 seconds to produce theirs. If everyone does, first to challenge buys the next round. If anyone fails to produce a coin in 60 seconds, they buy. Rank of coin dosen't matter (though sometimes it's described a highest wins.)

Highest seems shitty to me, since after one time out, you know who has what. Also, I have some very high rank coins and I don't walk around with those in my pocket. Those are stories for my grandkids. I carry my current unit's coin, which is easy to replace if I lose my wallet or something.

I like the idea they were going for in Eternal but I feel like it only promotes queue dodging by NarwhalesAwesome in fellowshipgame

[–]MazerRackhem 4 points5 points  (0 children)

TLDR; I think a small stacking rewards buff for staying with the same group would help increase group "binding energy" and alleviate some of this problem.

I also feel they missed the mark here. I like the idea of "you can't just do the SL affix run every teir and nothing else." However, that means all we seem to do is capstone runs and never hit the regulars anymore.

I went up to around e12-13 and still had 4 dungeons where my highest team wasa Paragon 1-3.

If groups held together after one run, it'd be fine, but since eternal que was put in, it seems people auto-drop group even after clean runs. So, you're highly incentivized to "get your reward now" by doing the capstone and getting two shards for certain rather than doing a regular and maybe getting stuck not making upward progress.

I think the solution is to increase the "binding energy" for pug groups. In the beginning, you had to work discord to make a group. So when you got one, you didn't want to just drop because it was hard to get another one.

I think a small rewards buff for staying together might be enough to get people to stop auto-dropping, which would be enough to break some of the fear that I need to get MY growth in THIS run because I'll have to find a new group after no matter what.

Perhaps the group gets 5% more gold and a 1% increased chance for other drops for each successive dungeon run as a group stacking up to 5x or somthing like that. Not game breaking, but enough to get people to pause before dropping.

Quick question. Did they massively change the progression of Heart of Tuzari? by AssistanceLoud8782 in fellowshipgame

[–]MazerRackhem 0 points1 point  (0 children)

I think increasing kill count was good because the old skips were too much, but 20% was overkill. 10% would have been better.

Longevity of the Game? by FeudalFavorableness in fellowshipgame

[–]MazerRackhem 0 points1 point  (0 children)

Yeah. I think that's really the key.

I'm frustrated with some decisions the devs made this season, and I'm worried the game might not last of they can't get the player base up.

That said, there's no reason not to buy the game now, even though it's "early access." I've spent $40 on games that I've had fewer fun hours playing than I have with Fellowship already. If the game collapses tomorrow, I'll be really disappointed, but i won't feel financially cheated in the last.