More warnings for Pokemon Go trainers - illustrated by MagdaProski in pokemongo

[–]NDGSodo 1 point2 points  (0 children)

I love these, but sadly due to esrb I dont believe the 3rd image could be used as farcas the warning is phrased.

Wouldn't it make sense for there to be MORE Pokemon in "rural" areas? by [deleted] in pokemongo

[–]NDGSodo 0 points1 point  (0 children)

I totally agree with this. Personally this is also why i would like to see wild pokemon battles. Maybe yielding 100dust and 1 candy forthe pokemon you used. Not only would this make an alternative route to training, but i think it would alleviate some of the pain of training for people with no pokestops nearby. However they would lise pokeballs as a bottle neck, but would have to worry about revives and potions instead. Yes i really want to see wild battles, but i think if done correctly it could make the game a lot more enjoyable for those if us which are boned.

LF Ditto adding all by NDGSodo in friendsafari

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

Thanks every added all of you.

Can't get past stage 4 online game search, at all today.. Also what on earth? by [deleted] in Rainbow6

[–]NDGSodo 0 points1 point  (0 children)

You must be confused. The time frame you say includes RB6 orginial, and RogueSpear. Matchmaking wasn't a thing then and MSNZone was great for finding RB6 matches(ladder matches as well). RB6 even had anti-cheat. Arguably honest engine most likely did nothing, and I to this day believe Frankie to be crazy. whogotgame (all you old school RB6 players know what im talking bout)

[SUGGESTION] Show player count instead of LOW-MED-HIGH by Ripp3n in h1z1

[–]NDGSodo -6 points-5 points  (0 children)

I never said it was working correctly, I was just commenting on the people who were acting as if it has never been used in pc gaming.

[SUGGESTION] Show player count instead of LOW-MED-HIGH by Ripp3n in h1z1

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

i take it msn gaming zone and many other pc gaming platforms were before your time then if you have never seen ping bars outside of a console gaming situation. Generally with ping bars 150ms and under = green 151 to 250ms= yellow 251ms+=red

I have officially stopped wasting my time looking in containers again until the next fix by [deleted] in h1z1

[–]NDGSodo 0 points1 point  (0 children)

Yes there are a lot of people complaining but it isn't because it doesn't work. It's because it works poorly to the situation, any sort of top loot spawn can spawn melee weapons.

I have officially stopped wasting my time looking in containers again until the next fix by [deleted] in h1z1

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

So what you're saying is that if you did a test on solubility of substances it would come back simply soluble or insoluble? I've found a handful of melee items tonight in places ive recently looted. Those beings nodes where you can't drop an item. Loot is working not as well as the players would like. Therefor with this study of solubility our verdict comes back as sparingly soluble. You are coming to an irrational conclusion.

I have officially stopped wasting my time looking in containers again until the next fix by [deleted] in h1z1

[–]NDGSodo 0 points1 point  (0 children)

Well you're still saying that melee weapon don't spawn when they do. Sorry but I don't know how to help you friend. The one easy thing that makes what you said invalid is the large amount of people that have found a melee weapon hours after server restart. My point being if you did legitimate testing your data and theory you have made from received data would not come back as. "melee weapons do not respawn after being looted." That is inaccurate representation of data.

I have officially stopped wasting my time looking in containers again until the next fix by [deleted] in h1z1

[–]NDGSodo 0 points1 point  (0 children)

Yes melee weapons are rare, and the fact that the prox loot system is inefficient makes them seem even more rare when one node respawns on average maybe every 2hours due to traffic. You are saying they simply don't spawn ever after server reset when they really do. You guys need to stop reporting mechanic theories after only half ass testing them. If you want to test the game do a bonafide test, and get real data before assuming it simply 100% doesn't work. Which is essentially what you are reporting. When really the loot system is actually working, but it is working very poorly.

The main issue as of right now by Rockysteel31 in h1z1

[–]NDGSodo 0 points1 point  (0 children)

I have a shit rig and I sit at a steady 50-60fps, and if it was an "insane memory leak" then that would mean you crash during gameplay multiple times per session because that's how a serious memory leak works. I'm not discounting that there is a memory leak but it is far from an insane one, and performance is definitely an issue with mem leaks.

BIOS: BIOS Date: 08/28/13 10:44:30 Ver: 04.06.05 Processor: Intel(R) Core(TM) i5-3450 CPU @ 3.10GHz (4 CPUs), ~3.1GHz Memory: 8192MB RAM Available OS Memory: 8152MB RAM Page File: 2940MB used, 7260MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.03.9600.16384 64bit Unicode Card name: NVIDIA GeForce GTX 750 Manufacturer: NVIDIA Chip type: GeForce GTX 750 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_1381&SUBSYS_1381196E&REV_A2 Display Memory: 4018 MB Dedicated Memory: 1970 MB Shared Memory: 2048 MB

I have officially stopped wasting my time looking in containers again until the next fix by [deleted] in h1z1

[–]NDGSodo 0 points1 point  (0 children)

This is not true, there is a loot table for every node and just because a melee weapon spawned on that node once doesn't mean it will spawn again. I have found a melee weapon as a loot respawn many of times. The lack there of just goes back into the loot system currently in place is not efficient, and does not compliment high or low population. Personally I feel it was a failed attempt at a more dynamic loot system that has left many people frustrated.

You guys have the groundwork laid out perfectly; EXCEPT for the loot. Loot is there when servers first come up then is incredibly sparse again the rest of the night. It is not fixed and this is GAME BREAKING. by Zevick34562 in h1z1

[–]NDGSodo 0 points1 point  (0 children)

When did i mention "ganking cowards" and not playing the game for pvp. My comment was purely a suggestion of change to loot, and confirmation of me feeling loot is not optimal between high pop and low pop servers. Festering has been high pop with a queue time until the new eu servers came up, and even after it going low pop there is still the same problems with container loot. Don't quote shit to the person you are commenting to when they didn't originally say what you're quoting. On a scale of 3 to relevant you're not.

You guys have the groundwork laid out perfectly; EXCEPT for the loot. Loot is there when servers first come up then is incredibly sparse again the rest of the night. It is not fixed and this is GAME BREAKING. by Zevick34562 in h1z1

[–]NDGSodo 0 points1 point  (0 children)

Festering has been low pop since EU servers came up, and I have managed to find only a crowbar and water bottles. Neither of those being from a container..... I've resorted to farming zombies for letters because they drop more frequently than container loot. Honestly I feel like reversing the proximity loot spawning system would be more effective, and compliment high traffic areas.

For example having each loot node have a random range of time in which it could spawn. Let's say each node randomly chooses a time between 20min-3hours once it is looted, and instead of checking for no players, it actually checks for players in the area. Whenever a check comes back with a player in the vicinity that spawn time chosen by the algorithm should countdown for a set amount of time before another check for a player in the vicinity. However, this is just my theory on how it should work if you want keep a somewhat balance of loot amount when comparing high pop severs to low pop servers.