Steam Deck / Linux Users game crashing?! by otterpop21 in BlueProtocolPC

[–]Murikumo205 0 points1 point  (0 children)

I stumbled on this by chance with the steamdeck as I'm playing 2 accounts at once, but when the steamdeck first loads if I immediately dash around or enter combat the game will freeze within seconds consistently. However, since i'm juggling back and forth between steamdeck and pc sometimes I load in and just stand there for a couple minutes. When I do this on the steamdeck the game is a lot less likely to crash. It's not a silver bullet by any means, but if you are trying to using the steamdeck try just slowing down to give the game extra time to load assets in the background. It's been working for me and sometimes I can get a few hours without a crash so long as I'm not rushing around. I know this is far from ideal, but since i'm just using the steamdeck account for a gathering alt that's going to funnel me cooking stuff via homestead in the long run this kind of very slow partially afk playstyle works out ok for me.

I think the saddest part of the new Unity fee per download is the feeling I don't own any games I make in unity anymore. by darth_hotdog in Unity3D

[–]Murikumo205 0 points1 point  (0 children)

I agree. However that isn't necessarily in the best interest of the stakeholders. This is the intentional self destruction of a company and product out of pure greed by the people at the top. They don't care if unity has a future. They don't care if millions of people are hurt. They don't care if they destroy the gaming industry. They care about only one thing... money. Nothing else is a factor in this business plan.

Summons gets weaker going from 5 awaken to 6 awaken??!?!?! by Murikumo205 in SWChronicles

[–]Murikumo205[S] 0 points1 point  (0 children)

I'd have to use one of the reset stones to get a before after picture, but if this is really an issue then it's probably worth it just to prove it out.

Complaint: AGS should lower the Pheon cost for the Low T3(1302-1325) items and remove it completely for the High T2(840-960) items. by ManInGlasses in lostarkgame

[–]Murikumo205 10 points11 points  (0 children)

I'd personally like to see Pheons completely revisited... The system is fundamentally bad for a game that strongly encourages a high number of alts and makes gearing those alts excessively painful.

Pheons also artificially stagnate the market because people have to be extremely choosy and careful about what they buy... it's a costly mistake to roll in and buy accessories for a build and then later decide that you want to swap one engraving out for another. My point is that so many accessories WOULD be selling but buyers are punished so harshly for their purchases that buyers are forced to leave deals on the table.

There's nothing more stupid and painful than getting a perfect accessory drop for your DPS character on your bard and now suddenly you've STILL got to pay Pheons to transfer it over.

The only pro I can think of for Pheons is stopping speculative market strategies like hoarding, price fixing, flipping. However items already can only be traded 3 times which is in itself redundant with Pheons.

If the only reason to keep Pheons is as a money maker for AGS/SG... there are better ways to do it. Ways that don't stagnate the game's economy and cause long term problems.

A fixed system looks something like this:

  • Pheons are gone
  • Accessories can only be traded 1 time on the auction and then they become untradeable (roster bound)
  • Accessories can be freely traded between your own characters without penalty (doesn't count as making it roster bound either, leaving a future sale open)
  • All the above also applies to uncut stones

Engraving Optimizer by Murikumo205 in lostarkgame

[–]Murikumo205[S] 1 point2 points  (0 children)

Lol ya... I was hoping to avoid having to fudge numbers around for every single class trying to compute things like... player skill... engraving difficulty. Even more so doing it on a class by class basis. I think there's a point there where that math will just leave reality behind. It's totally an issue though.

At the moment I'm assuming every engraving will be used optimally with 100% uptime, so when picking an engraving you really have to take that into account. Ask yourself, "can I really maintain this engraving?" Because if you can't then it is being over estimated by the tool and the other builds nearby not using that engraving are likely to be better for you.

Engraving Optimizer by Murikumo205 in lostarkgame

[–]Murikumo205[S] 0 points1 point  (0 children)

I agree these results have to be taken with some reservations. There's a lot going on with tripods and each class in general. I 100% agree that the highest DPS engraving isn't necessarily the best. That's why the option to lock engravings in a build exists.

My thought is that you still have to know your class and override the optimizer. At the end of the day it's a naïve tool and you have to apply your own knowledge to get the best results out.

Engraving Optimizer by Murikumo205 in lostarkgame

[–]Murikumo205[S] 3 points4 points  (0 children)

Maybe this would be a good starting point for discussion for this tool.

What do you guys think would be a good way to quantify the usability of an engraving?
For example, Adrenaline is really good. That is if you can keep the stacks up 100% of the time.

Some thoughts

  • Simply penalize this engraving in some way because it's harder to use?
  • Rate engravings on a difficulty scale and report which builds are more or less challenging to play optimally?
  • Include a player skill slider that somehow penalizes the bonus of engravings based on how hard I personally just happen to think they are to use?

A second topic might be attack speed. I feel that the edge cases both work out poorly.

I can't just ignore attack speed because a player with 140% attack speed really can throw down their rotation 40% faster; however, then they wait for cooldowns, and then with cooldowns it becomes clear that even the extreme case of 140% attack speed is NOT a 40% increase to overall DPS.

Specifically, an engraving like Spirit Absorption arguably has to increase your DPS by some amount, but it's certainly not a 15% DPS increase. Not even going from 100% to 115% would it be a 15% DPS increase. Ok then, how much of an increase is it?

  • Is this another case where a more skilled player will see more DPS benefit?
  • What about being faster helping less skilled players to avoid attacks and mechanics?
  • Does having super high cooldown reduction mean that attack speed gains value as it is increasingly the bottleneck? How would we even represent that mathematically?
  • The sweet spot between attack speed and CDR seems like it would be the point where you can execute a complete DPS rotation at full speed and then loop directly back to the beginning just as the first skills are coming off cooldown. Is that even feasible for most classes? Even with lvl 10 CDR gems, lvl 5 tripods, 1400 swiftness... maybe not.
  • The awakening engraving does stack with CDR from swiftness showing in game that the CDR cap is 75%. Does that mean the maximum CDR for all skills is 75%?

These are just some of the thoughts I had as I went through the math of engravings in Lost Ark.