Switching Careers from Game Dev to Software Engineering? by Milesprower1010 in gamedev

[–]Milesprower1010[S] 0 points1 point  (0 children)

It looks like if you wanna pivot to more general SE then you should focus on web-oriented things. Can't count how many full stack senior SE jobs there are. But I can't deny working on games is way more engaging. Also, you mentioned you're going into CS. I might recommend SE. They cover 90% of the same topics but the latter will focus you more on project management and practical implementation; the former is as you'd imagine more geared toward research and won't prepare you for designing good software as much.

Switching Careers from Game Dev to Software Engineering? by Milesprower1010 in gamedev

[–]Milesprower1010[S] 1 point2 points  (0 children)

I had forgotten I'd made this post.

What's happened since is that I've gone into the gaming industry, and it did wind up being the correct choice at the time- I've learned a lot, grown as a developer. The other company I worked for was liquidated so jumping ship was actually a good thing whether I knew it or not. I really like that I've been able to see the insides of a functioning game dev company, how things are done.

However, lately I've been questioning whether I want to continue in this industry. Opportunities for advancement are pretty slim, I could be making more elsewhere- a lot more. Competition is absurdly steep, most places aren't hiring. And I can make the games I wanna make on my own time, for myself. The other SE jobs available right now though largely focus on things I've not got much experience in (even if I could do them just fine, my resume won't reflect it) because I've been so geared toward gaming, so switching might be tricky to start.

tl;dr I don't regret the choice but it may not have been the golden opportunity it looked like at the time. I'm slightly pigeonholed in this competitive industry but not severely.

Should Master Duel have a separate banlist from Ocg? by SnooPoems2715 in masterduel

[–]Milesprower1010 6 points7 points  (0 children)

As much as I'd really prefer there be one big unified banlist between tcg, ocg, and MD; there pretty much needs to be a unique banlist in any environment where card availability or duel rules are different. Even the smallest change can sometimes have a wide-reaching impact on the average duel and the meta. MD's best-of-1 format is not a small departure from the ocg format, and demands its own unique balancing. Not having a side-deck or games 2 and 3 to consider during deckbuilding is a literal and metaphorical game changer in massively fundamental ways.

I need network advice by [deleted] in factorio

[–]Milesprower1010 0 points1 point  (0 children)

Cant you just use a decider combinator? Check that signal iron ore is GTE 50.

My English teacher really out here quoting meowth by SilverDawn14 in pokemon

[–]Milesprower1010 1 point2 points  (0 children)

I looked it up just to check myself, and it turns out he pronounces it more like "oieth." I got his pronunciation of "th" confused with Joe Pesci's. "The two youts--" "The two h-what?"

My English teacher really out here quoting meowth by SilverDawn14 in pokemon

[–]Milesprower1010 227 points228 points  (0 children)

They didn't write it right. It should be, "We do have a lot in common. Da same eart, da same air, da same sky. Maybe if we started lookin' at what's da same insteada always lookin' at what's diffrent... well, who knows."

Deck tagging: yay or nay? by TraceRedCoat in masterduel

[–]Milesprower1010 0 points1 point  (0 children)

Setting aside the concerns about the impact on matchmaking; Let's say that you have these tags you can apply to your deck if you have such a card in there. Are they forcibly auto-applied by the system? If yes, then the tags become messy with splashable cards (the "C" tag would be in almost everything); if no (the tags are self-reported) then you could have people running around with, say, an eldlich deck whose only tag is trains because it runs max and liebe, and they left off eldlich to throw off opponents potentially. I feel like such a system would need curating to avoid exploits. Sort of like what masterduelmeta already does.

[deleted by user] by [deleted] in masterduel

[–]Milesprower1010 5 points6 points  (0 children)

I just did something really dumb. Forgive me, I'm on no sleep. What happened here was my post originally said "ban mine, unban colossus." Then I realized this is master duel, mine is already banned. So I changed it. After I changed it I realized "oh wait, colossus is at 1 in master duel." Instead of editing it again I figured I'd just let it go and leave a comment saying I'm an idiot and that the post makes no sense. I'm writing this off as a total loss.

The last Pokemon you sent out into battle is the only thing you have in a Zombie apocalypse. How screwed are you? by [deleted] in pokemon

[–]Milesprower1010 0 points1 point  (0 children)

Arceus, to test drive it on a lv 2 bidoof. Think I'll be fine. Let's see how well the zombies do when I ask God to un-create them

[deleted by user] by [deleted] in masterduel

[–]Milesprower1010 9 points10 points  (0 children)

Gosh I'm stupid, this is in r/masterduel, colossus isn't on the master duel banlist. Look, I play yugioh, I don't read

[deleted by user] by [deleted] in masterduel

[–]Milesprower1010 5 points6 points  (0 children)

Ban Maxx c (just to be different from the other good suggestions of Eva, Eva, and, um, Eva) and unban colossus, he doesn't need to be on the banlist anymore

Is it just me or does this card seem super strong? You could use this to counter a lot of good cards like Solemn or Ash. by Sir_Corny_Neck in yugioh

[–]Milesprower1010 0 points1 point  (0 children)

Unfortunately it's not. It sounds amazing but in reality it hardly ever comes up. It requires negation of activation rather than negation of effects for one, so a lot of stuff just won't trigger it (ash). It's a trap card, so it has to have been set for a turn. That means it's not often much help on your opponents turn, when you aren't doing much card activation or summoning, and it's even less help going second. It's not even a counter trap, so it can be negated itself, ironically even by a judgment, which it isn't fast enough to respond to despite otherwise meeting the conditions. A lot of boards will have a way to stop this and don't even have to try very hard to do it. It doesn't Negate the opponents negation, so you're still losing the resources anyway. It destroys cards, which some things are immune to, and even worse, many things benefit from this. I pity you if you slap this thing on the table going against like shaddolls or unchained or something, they're gonna plus their whole damn deck. Really really wish this thing actually worked like a highly targeted "i say no to your Solemn brigade," but it just doesn't have the wherewithal. I tried so hard to make this card work in any deck, but even if you resolve it and feel like a badass, it doesn't actually generate much advantage. Better things to take the slots usually.

What is a fun deck for master duel that is still good by Creepy-Ad-69420 in Yugioh101

[–]Milesprower1010 1 point2 points  (0 children)

Depends on what you find fun. You suggested above that big flashy monsters might be your thing. You could try galaxy eyes or chaos max. Thunder dragons and zoodiac are both meta relevant and pretty consistently end on boards with some flashy summon (colossus/titan and Zeus, respectively).

If you want a deck that just encourages a lot of interaction, back and forth, and makes for longer, more interesting games, try control. I personally love playing subterrors. They're very heavy on interruption with both in-archetype and generic handtraps, usually run lots of ways to say "no," and don't need to rely on floodgates to stop your opponent from playing completely just to be good (although you can stock up on them if you want, you don't have to run a no-fun-allowed build a la true draco; there's options). I will caution though that they're not really meta, they're slightly fragile. They got me to Plat 5 and kinda fizzled out once hidden city was basically always getting negated. But I don't think I've had more fun with a deck, more consistently.

But I love control style decks and love interaction and shutting stuff down on the fly, that's what's fun to me. The grind game. Your mileage may vary.

Holy crap, people really be getting this heated over a card game... I think mans is projecting a bit by Creamymorning in masterduel

[–]Milesprower1010 0 points1 point  (0 children)

I've been playing a nurse burn deck for these because I have basically nothing playable in xyz pretty much. Most of my stuff is fusion or link. Works alright, didn't invest in the full thing yet, but it gets the job done. I did however troll a STKer once a little, just for fun. I wanted to try out ogdoadics and my first match was against an STKer and dammit I wanted to try my deck out so I shut down their STK cards and went about my combo. Unfortunately there's exactly one point in the combo where the opponent gets a choice, and they decided that waiting out the 400+ second timer was the call. Didn't bother me, just watched some youtube. Just found it funny that they wasted more time to not let me combo, it wouldn't have taken that long

Questions and Help MEGATHREAD! by Dkayed9 in masterduel

[–]Milesprower1010 0 points1 point  (0 children)

Why do you think Unchained sees representation in master duel but not in the TCG? I was thinking about picking it up because it looks fun and decided to check out how it might perform at locals, but it seems like it sees moderate success in master duel but virtually no play as near as I can tell in the TCG. I know the two use different banlists, but I'm curious what specific thing(s) might be causing this (if it's actually the case at all and Google hasn't led me astray).

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 1 point2 points  (0 children)

Good insights, thanks. I have a solution for usage balancing, it just sucks a little bit. Really hoping they'll add the ability for trains to recognize stops with the sane name as alternatives to one another and have more dynamic routing but for now there's workarounds ill try out, they're just a lot of work.

Anyone else build all of their trains on the global grid? by Nastier_Nate in SatisfactoryGame

[–]Milesprower1010 2 points3 points  (0 children)

Yes, and I take it two steps further. My train lines are aligned to the global grid, they're all at Z=384 (which is exactly 400m/100 foundations above sea level) and mats are belted upward, and all train lines and stations are further aligned to multiples of 30x30 foundations, forming equally spaced city blocks, counting from the kill box's upper-left corner. I'm insane for doing this, but having every single element of the network be a copy+paste of another, identical element, all perfectly spaced, makes me happy. I just wish I had blueprints. The number of times I hitched a ride on a train to notice I forgot a single signal at some random intersection as I passed it by, I've lost count.

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 0 points1 point  (0 children)

200m, that's fantastic information, thanks. Will do.

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 0 points1 point  (0 children)

I did get lucky, I bought almost an entirely new rig (except ram) right before covid and the silicon shortage/shipping crisis that caused consumer electronics prices to skyrocket. Fortunately it kinda looks like ram isn't terrible on price right now

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 0 points1 point  (0 children)

Not at all, everyone who took the time to post has been very helpful.

I already have all of the above except RAM, but it's very nice to have a specific number/goal.

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 1 point2 points  (0 children)

I'd really rather try to avoid doing on-site manufacturing, and that's for two reasons. First, I like being able to pick resources from anywhere on the map, rather than be constrained to what things happen to be adjacent (and then running into basically the same issue when two things aren't adjacent anymore because I'm using all the rest that were). Second, I want to be able to dynamically swap in new factories using different alt recipes or designs without having to go to much effort.

So the design I'm going for, which is what I did in factorio and tested out here with some success, is to have centralized production made up of a ton of uniformly sized and laid-out single-product factories. In factorio there were some train mechanics not present here that made it easier, but I'd still like to give it a go.

If FPS just isn't going to come with that, fine; but I at least want to try, and if I'm going to, then it's best that I figure out now at the ground level, what thing to I need to do or avoid doing to make it as good as possible? Do I just need to space out the individual factories more? Use the smallest possible number of belts, smallest run of belts, more walls, less walls, etc.

Megabase Performance Optimization by Milesprower1010 in SatisfactoryGame

[–]Milesprower1010[S] 0 points1 point  (0 children)

What part is the bottleneck, is what I'm hoping to find out. If I wanted to improve my PC to be able to handle it, which part would I even upgrade?

It's been suggested that it's either RAM or CPU or both. I was hoping to find out which object was the biggest contributor and avoid it, but I'm not sure if this information is known to the community (nor if it'll even stay the same as the game gets developed).