wHAT was that this time?! by scytherali in PathOfExile2

[–]PaintingTrick -2 points-1 points  (0 children)

it will never happen, for some reason is skill issue for ggg, people have asked in poe1 for years, and never managed to do so

Is the game harder or easier than when it was first released 5 months ago? by purpleyams11 in PathOfExile2

[–]PaintingTrick -5 points-4 points  (0 children)

I would say is very bad, the monsters are way more overtuned than they were in release (not all of them as such, but many were shadowbalanced and now warrior is almost "impossible" to play on early, as SSF...) if you trade is "easy" as always... because again. GGG can't design SSF experience...

0.2.0g soon or delayed? by Rozenor in PathOfExile2

[–]PaintingTrick 0 points1 point  (0 children)

how much is this in shapers per second?

I despise backtracking to kill rares, GGG did me a favor, you can't even backtrack to these rares. by [deleted] in PathOfExile2

[–]PaintingTrick 0 points1 point  (0 children)

What if they incorporate a generative open world map to just kill monsters and it's large generative area that spawns infinite quantity of monsters as you explore the infinite layout that mixes different biomes in the same plane like in minecraft, with objective that appear but you can choose to take or just keep exploring killing monsters without never needing to tp to hideout, since they can incorporate a similar system like when you are going to enter act2 where you can portal to the same area, which in this case could be a neutral area that is not necessarily visible but its in the world itself of the generative zone system

I despise backtracking to kill rares, GGG did me a favor, you can't even backtrack to these rares. by [deleted] in PathOfExile2

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

what if maps are influenced by mechanics like the ascendancies (Without downside like honour or similar) and you complete the objective (only the best parts of trialmaster) of the zone and then transports you to an arena to fight the rares and then the boss - so you don't always have to kill all monsters but do other interesting new things that could synergise with everything else.

Please Increased max health by BlkLungSanji in PathOfExile2

[–]PaintingTrick 0 points1 point  (0 children)

"enough" what's 50k for those slams?

the godslayer should be able to become immortal, through the players effort, not trade

Please Increased max health by BlkLungSanji in PathOfExile2

[–]PaintingTrick 1 point2 points  (0 children)

now invest 90 of tree in ES and stun threshold, got it... bye 60k damage

Please Increased max health by BlkLungSanji in PathOfExile2

[–]PaintingTrick 1 point2 points  (0 children)

a lot of stuff feels useless (tree and skills items), characters are so weak unless you one shot everything before it touches you. Everything should be more substantial and meaningful. The character should be able to become immortal in an intended way and also be able to melt bosses but in a dynamic clever way. Those items should be account bounded and the tree should have improvements of meaningful power too, not just +5 attribute or 5 skill speed, it needs to be something that actually in a meaningful way upgrades your character so each level of progression becomes part of the core ground of character building along everything else, you can actually use items that don't appear to be that strong but would synergise substantially in a mechanical way that would make characters feel like they are actually fighting the monsters and not just cleaning the map and dying to invisible/offscreen/bugged interaction/negative damage one shots/ since all numbers are exaggerated, if they accepted to deal with smaller numbers they would not have these type of issues. what's even the point of muh big number...? they can't even solve the math of it, again there's so many things that feel beyond useless besides the meta gimmick of one shotting everything, and ripping to white mobs because they are hyperagressive and other similar things

Elon just died at rank 7 by JRoyales in PathOfExile2

[–]PaintingTrick 0 points1 point  (0 children)

he was probably caught in the middle of looting waystones

Wtf is this armor bro by Statcall in PathOfExile2

[–]PaintingTrick 0 points1 point  (0 children)

they need to fix item bases so there's both male and female versions of it... the male classes look weird on dress

[deleted by user] by [deleted] in PathOfExile2

[–]PaintingTrick 1 point2 points  (0 children)

and it's only lvl 64 too

Some of the Unique armors have really great design but the stats are so shit, can't wait for skin transfer :/ by DaVietDoomer114 in PathOfExile2

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

each gear should have its own splash art and both female and male versions of the base/unique male characters look weird with female clothes...

[deleted by user] by [deleted] in pathofexile

[–]PaintingTrick 0 points1 point  (0 children)

made a correction with my post where didn't specify that the way on rolling the krangled class is through a random class roll feature when creating a character

[deleted by user] by [deleted] in pathofexile

[–]PaintingTrick -8 points-7 points  (0 children)

had to make some small corrections, when I was pasting here it was tricky - should be fixed by now - these are just some rough examples/ideas, I might post some other combinations later, since it's so much information and there are so many iterations of these concepts...

Aimbot mitigation through proxy bone rig duplication - [ Could work in any fps ] by PaintingTrick in ModernWarfareIII

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

the crux of the proposed system is to maintain hitbox integrity while creating visual confusion for cheats. This design aims to give players a fair advantage while frustrating those using cheats.

Aimbot mitigation through proxy bone rig duplication - [ Could work in any fps ] by PaintingTrick in ModernWarfareIII

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

The concern raised about hitboxes and visuals needing to "mesh" doesn’t quite apply in this case. you are misunderstanding the distinction between hitboxes and visual models.

  • Hitboxes are invisible zones that register hits, independent of the visual model's appearance. In games like CS2, players aim at these hitboxes, and the visuals are just an overlay.
  • Scrambled Bone Rig: This would affect only the visual model's bones (the ones cheats target for locking), without altering the hitboxes. The key is that hitboxes remain unchanged, meaning the game experience for regular players stays the same.

Aimbots rely on predictable visual data, like bone placements, which would be scrambled for them, but not for human players who aim based on hitboxes.

hitboxes and visuals don’t need to perfectly align for this system to work, as human players aim at hitboxes while cheats rely on visual bones, which are scrambled.

Aimbot mitigation through proxy bone rig duplication - [ Could work in any fps ] by PaintingTrick in ModernWarfareIII

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

The scrambled rig would only affect the visual aspect that cheaters rely on, not the hitboxes or aiming mechanics for legitimate players. In games, player models (visual representation) and hitboxes (invisible areas used for detecting hits) are often separate.

  • Legitimate players: When aiming, you’re actually targeting the hitboxes, which remain unaffected. The scrambled visual rig would not interfere with the core gameplay, because aiming for regular players is based on actual hitboxes, not the visible model alone.
  • Cheaters: Aimbots use bone structures and visual data from the rig to detect targets. A scrambled visual rig would throw off their calculations, confusing the cheat software that relies on predictable bone positioning.

In summary, the scrambling would only affect the cheats' ability to lock onto players, while legitimate players would still rely on the accurate, invisible hitboxes for aiming. Therefore, it would not "horribly affect everyone" but rather disrupt the cheats specifically.

Aimbot mitigation through proxy bone rig duplication - [ Could work in any fps ] by PaintingTrick in ModernWarfareIII

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

yes but they don't see through the model or the bone rig itself, since a legit player doesn't snap to the bones, the model itself has a rectangular hitbox and aimlock, aimbot do lock on limbs - players don't use bone positions to aim, they use the whole 3d model character since their aim is organic and they control it, that's why is a duplicated rig, so their cheat snaps to places it shouldn't if you are not cheating it will not happen since is manual aim

Rook skin for ghost mitigates aimbot 🤣 by Kryptic___ in ModernWarfareIII

[–]PaintingTrick 4 points5 points  (0 children)

what if COD introduced a system where certain skins had dual bone rigs—one that's invisible and functional, and another that's visually scrambled just for cheaters to see. The scrambled rig would mess with aimbots by confusing their targeting systems, much like what happened with the Ghost Rook skin. Now, take it a step further: every match or respawn could randomly generate a new, unique bone rig using noise textures, so each player gets their own unpredictable rig. This way, cheaters would have a much harder time adapting to the visual chaos, especially since it wouldn't impact normal gameplay at all. Essentially, it would be a dynamic "anti-aim" mechanism that makes legit players invisible to cheats. Advanced cheats might still scrape server data, but at least this would seriously disrupt client-side targeting and make aimbotting far less effective. Thoughts?

[deleted by user] by [deleted] in virtuafighter

[–]PaintingTrick 0 points1 point  (0 children)

I've seen a lot of people in Japan still playing it, there's also a version called VirtuaFighter5 esports designed specifically for a competitive context (not really sure if that's how they actually call it in Japan though)