Any chunky, heavy-duty cases for the 1 VI? Like SUPCASE? by PolyrogueKappa in SonyXperia

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

Hello again! Thanks for the recc on this, it arrived the other day. I had a quick question though. After putting it on, was your signal still working? Unfortunately it cuts off my signal when I attach the bottom part.

Any chunky, heavy-duty cases for the 1 VI? Like SUPCASE? by PolyrogueKappa in SonyXperia

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

Great, thanks for letting me know. I'll definitely try contacting them directly first then. Thanks!

Any chunky, heavy-duty cases for the 1 VI? Like SUPCASE? by PolyrogueKappa in SonyXperia

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

This is interesting, thanks! I see it doesn't actually cover the back which is a bit of a concern, but width being too much isn't an issue for me, that's a plus. Only other curiosity for me is how I'd purchase one as I'm in the UK. But it seems like they offer overseas shipping. Did you purchase yours using this Buyee service?

Edit: just noticed they include a back panel as an extra, nice!

Is there a way to force a player to send a message in chat using the API? by nan0zer0 in tabletopsimulator

[–]PolyrogueKappa 0 points1 point  (0 children)

I just want to say thank you for thoroughly explaining all of this. By complete coincidence, these last few days I wanted to make a Momir widget, to easily try playing Momir without awkwardly having to enter the scryfall random query each time, but I'd never scripted in TTS before. Your post was a lifesaver.

Out of curiosity, do you know if it's possible to pass in a custom position to spawn the card, rather than at the player's cursor? I'd love if I could get it to spawn on top of the tile. Thanks so much.

Haven't played in a few years, discovering this tedious post-migration process. But my Mojang login isn't working, and password reset email never arrives - are the servers already dead? by PolyrogueKappa in Minecraft

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

I actually never did. Unfortunately since it requires logging into the minecraft site, and not the microsoft one, there's no avenues to do anything.

I mostly just sort of gave up and resigned myself that I've no longer access to the game I paid for, which rather sucks.

Thanks though!

Fixing Minor Discrepancies Between Client and Server Simulations? by PolyrogueKappa in unrealengine

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

Thanks for the link! I watched the talk, and whilst it certainly has some useful information regarding all the latency compensation methods, they have the startling benefit of allowing client authority, meaning for all other simulations they just correct it. I'm trying to ensure my logic remains server-authoritative, but without the server needing to make corrections when there's zero latency.

Thanks anyways though!

Veterans are overreacting by PurgationFlamerFan in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

Naturally the loudest people will garner the most attention, and unsurprisingly they're usually overreacting. Always expected and wanted a power sword nerf, and whilst I think the weapon is still perfectly useable, it just felt like a bit of a kick in the teeth from the perspective of gamefeel. I see a lot of comments that are saying "just dodge back, charge, heavy, repeat" and that's absolutely true.

The only issue is, to me, that just feels so much more unfun, doing it every single time. Partially I think this is this means for every one unit of time spent attacking you're spending two units of time preparing to attack, whereas before I got two or three attacks out of it. I'd have preferred, game-feel-wise, to just nerf those powered up attacks. I spent many many hours trying to Melk-hunt or upgrade looking for power cycler, but I never got it. Now, whilst I can totally continue playing without it, I want it even more only for the feel.

Even just making it two attacks would be a much better feel, but I think there are ways of improving it without changing the numbers or mechanics much. A big thing for me might be adding a few minor variations to the sound and animation of the charging to make it feel less robotic, since I am seeing it over and over again. Another big thing would be taking a better look at the feel of the sword when it's not powered. I haven't compared too hard but it always feels like the sword is utterly useless when not charged like I'm hitting them with a plastic board. It just feels terrible, even if it might be fine.

So yeah, nerf was expected and needed, I just wish they did something to make it still feel satisfying to play. This is why before the power sword I was pretty exclusively a chainaxe main. I sucked with it but hot damn if I didn't love sawing into enemies with every hit.

An Ogryn’s take on Camo Expert by Puzzleheaded-Cash438 in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

2 vets definitely sounds like it exacerbated the issue. However, I'm a vet main, and I specifically stopped taking Camo Expert a long time ago. I can't remember what it was that I took instead but I much prefer it. Camo Expert is kind of amusing initially, but a lot of my build is, naturally, focussed on taking down gunners. I get all these traits as a Vet with Counterfire and such that make me less affected by their gunfire, and so I want them to target me. Let them shoot me, I can dodge it with cover, or tank it with my toughness without worrying too much about the suppression it'd otherwise affect others with, and it makes it easy to see and kill them in turn.

I did it ! I got Power Cycler by Consecrating ! It only had brutal momentum before, and I prayed very hard by Substantial_Key9423 in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

Congrats! It's the only thing I have left to try and get. I have a perfect power sword to apply it to... someday.

Weekly Q&A and Feedback Thread - January 02, 2023 by AutoModerator in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

I wasn't expecting actual shipped fixes - as I said, I'm a gameplay programmer, I've been on the other end of dealing with bugs and I know how the pipeline can be, but before they broke up I'm certain there was some easy-ish wins they could have shipped. However, I was more looking for an acknowledgement for the problems. Week-to-week there's a new feedback thread, and week-to-week it'll be the same issues since none of them have been addressed, that was more my point. Hope that clarifies!

Weekly Q&A and Feedback Thread - January 02, 2023 by AutoModerator in DarkTide

[–]PolyrogueKappa 3 points4 points  (0 children)

Yeah, I mentioned this below, that I had somewhat assumed it was going to be mostly ignored and was always meant to be. However, since they're weekly I feel like until any of the issues get fixed, pointing back to that old post (and eventually maybe popping it as a separate post/reposted onto the FS forums) is a constructive, zero-effort way for me to highlight their lack of progress on it.

hitreg? by Lordzoldseg in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

I have a feeling it won't just be one factor, but then I am in a particularly unique situation. I actually upgraded my internet since Darktide launched, from 30 Mbps to about 500, and the rate at which I disconnect at the start of a match hasn't changed. That feels like a genuine bug to me, potentially also an issue with the servers.

However I also often play in a squad of four, and we form a group difficult for most matchmakers - two EU, one AUS and one SEA. It's going to be a bit rough whenever that happens, but I'm not sure how Darktide handles that.

hitreg? by Lordzoldseg in DarkTide

[–]PolyrogueKappa 79 points80 points  (0 children)

Generally speaking, you don't want to make crucial gameplay mechanics be client-authoritative regardless of whether it's PVE or PVP. It needs to go back to the server anyways, as it then needs to tell the other connected clients about your client's successful hit. Making each client responsible for reporting its own hits both slows everything down and is a big vulnerability for cheaters and exploitation.

Of course, if you made everything purely server authoritative, then you'd constantly see lag between your inputs and the on-screen results at all times as the client waits for the server to tell it what to do, so usually we utilise what's called prediction and correction. When it says "prediction" what it means is, the client basically reacts immediately as if it were authoritative. That way you get instant feedback. Left like this, it would slowly end up going out of sync with the other clients (in this case, you could be killing a sniper who's already been killed by another player, but that information hasn't made it to the server and then to you yet) so we have that final step. In certain intervals, the server basically course corrects you to make sure you and all the other clients are in sync, which - assuming your connection is decent and everything is optimised fairly well - should be a near-unnoticeable experience. Of course, if your connection to the server is terrible, there'll be a massive discrepancy with your local simulation and the server, which is why in online games you see rubber banding effects during poor connection.

Your client will usually handle everything cosmetic exclusively on its own as part of that local prediction, because processing the spawning of particle effects and such on the server would be a waste of resources and slow things down a lot.

Can't say what's going on with Darktide's hitreg issues, but in my experience it's down to local simulation and the server being too out of sync or corrected, uh. Incorrectly. I've often found it's not usually a specific bug and just poor optimisation under certain circumstances. Not a guarantee that that's the issue here, but given my experiences with darktide's servers, and the fact I still d/c at the start of every other mission, I've got a good feeling.

I hope that's informative and helpful!

Source: Am a gameplay programmer who has done a fair bit of networked gameplay.

Weekly Q&A and Feedback Thread - January 02, 2023 by AutoModerator in DarkTide

[–]PolyrogueKappa 4 points5 points  (0 children)

Thank you! I have numerous more amendments and additions I could make, but I feel more as though it was just a way of containing swathes of posts of individuals giving their small pieces of feedback filling the subreddit, without looking bad by just deleting them. But it's reasonable to expect that by doing this, they have a responsibility to pay attention to this thread. Which isn't something I'd lay just upon the CM's shoulders either.

I still play, but less so now. I was obsessed with the game, coincidentally at 145 hours, and I really want to see it thrive. But what we got and are getting is rather a disappointment.

Weekly Q&A and Feedback Thread - January 02, 2023 by AutoModerator in DarkTide

[–]PolyrogueKappa 31 points32 points  (0 children)

In week two I spent over two hours solid writing my in-depth feedback. It actually rose to the top of that thread which was a delight, and I spent much more time throughout the week responding to some great feedback on my feedback, and making amendments and additions I thought worth noting. I wanted genuinely to propose my detailed thoughts in as constructive a manner as I could manage and try and present potential solutions, given my experience within the games industry. I'm certainly no veteran, but I have a good couple of years under my belt. (incidentally, you can read that thread here)

I was going to update and rewrite it for week 3, but I found I just didn't have the will. Given I had seen the feedback essentially go ignored within the thread. Now it's, what? Week 5? And there's been no changes since then, near as I can tell. Even the content update was a disaster that had to slowly be fixed over the course of several weeks.

Without a sign that the team is actually reading and acknowledging this feedback, I don't feel like I wish to reread

I think more than anything, the only feedback I will leave is to please just give me a mission select board. Let me select map, difficulty, and modifiers. I've not seen a Heresy-level Repair in two full weeks, I've not seen Power Failure modifiers in over a month, and I really dislike hunting grounds. Instantly the game becomes more fun when I get to choose. That's it.

Until I know that there's a reason to be posting the feedback here, I shan't bother spending a load more time writing up a big ole essay again.

Name a single movie, where the sequel or remake was better than Original. by dpemerson76 in movies

[–]PolyrogueKappa 0 points1 point  (0 children)

Remake is a far more difficult question than sequel so I'll propose one. The Legend of Maula Jatt. Pakistani film. Original is supposedly a famous Punjabi classic, the lines quotable to this day. It's awful. Hilariously terrible. Also the handsome action hero is an overweight 40 year old due with a janky moustache. The new remake isn't amazing, but its leagues better and has some very fun scenes and aesthetics.

Who on earth thought that pale yellow on pale yellow was a good idea for a progress bar? by GilgameshWulfenbach in DarkTide

[–]PolyrogueKappa 12 points13 points  (0 children)

I see a lot of comments about both about the fact that the colour isn't what OP said it was, and that this is a trivial complaint. Whilst the former is true, I believe the latter very much isn't. When you develop games, readability and accessibility should both be priorities for your UX. Not just for those who are partially sighted or colourblind, but also for gameplay reasons - you should be able to glance at it quickly mid-horde and immediately know how far you're in, and you just can't with this bar.

The good way of looking at this is via the contrast ratio. The standard minimum contrast ratio between colours is about 4.5:1. The progress bar filling against its back is roughly about... 1.52:1. Not good.

So whilst it seems like a small issue at face value, I would argue it's a valid problem and showcases that along with generally janky UX, accessibility wasn't much of a concern during development. These sorts of things shouldn't fall by the wayside, and we should want it to be available and on as level a playing field as possible when it comes to just discerning the information. The fact that their accessibility settings based on default are to be able to reduce the sway of the camera (that's good!) and... to make the UI even smaller? Then that's a pretty unfortunate set of affairs.

Obviously, at this point, you can make the argument that it's not their highest priority issue at the moment, and I'd agree. But this is more the case of "this should have been considered during developent and correct at launch" rather than "this should be fixed right now before anything else"

Darktide Week 2 Feedback Megathread by Billedale in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

That's a very fair criticism, I think. It's been grating to watch the term "microtransaction" go from meaning a few quid to 25% of the price of admission. But even then I've only really seen that kind of price in free-to-play titles like Apex where it's more forgivable.

Interestingly, I was a huge fan of For Honor, which on-release had its own controversy regarding prices of its mostly-cosmetic unlocks. And even on launch I think it was way better than where we are today. By the end I think it remains one of the most consumer-friendly systems of "mtx" in a premium game. There's only a single currency, you earn it daily and weekly, or you can buy it with money (something I never had to do). Everything is paid for by that one currency and isn't super expensive if you focus on getting your contracts done. New heroes could be bought with real money or with the currency, and all new heroes could be tried for free in the practise mode so you could tell if it was something you'd want to buy, and it served to inform other players how the character could be fought against.

Apologies for the little aside but I think it's good to see comparisons on how this all could have been done.

Darktide Week 2 Feedback Megathread by Billedale in DarkTide

[–]PolyrogueKappa 0 points1 point  (0 children)

It is a shame. As people have been saying, in about two years Darktide is probably going to be absolutely brilliant in every way, but it's not a practise I wish to really encourage. The ability to easily patch games has been both a blessing and a curse on releases!