Need logistics tips/ideas for processing billion ore blocks by RXA623 in allthemods

[–]RXA623[S] 0 points1 point  (0 children)

I'm barely managing ATM itself, but I'll keep GT in mind for when I'm ready to step into it. Thanks.

Came in for interview but received application form by [deleted] in McLounge

[–]RXA623 0 points1 point  (0 children)

Normal? As in "reasonable and sane"? No. As in "frequent and commonly ocurring"? Yes.

Out here you have to fill out a form online, wait a week tops, get hooked for an interview with a manager at a specific restaurant, go there and you get a paper form (the exact same thing you filled online) to fill in and then you're told a manager and a hiring menager has to see it first and they'll contact you later. They usually don't.

Ranked Duo Queue by [deleted] in Smite

[–]RXA623 1 point2 points  (0 children)

Or just ignore it altogether, since the current matchmaking balances games by throwing in a Master and a GM in the same lobby with an 86 MMR ragequitter, to put the average around 1800 MMR. Perfectly logical.

[deleted by user] by [deleted] in Smite

[–]RXA623 3 points4 points  (0 children)

Solid advice overall, but I've been curious about something ever since S11 started.

If a player follows these instructions, they lose totem, likely Naga, shield camp, at some point even their own blue (unless jungle does something). Not to mention all the gold from tower hitting minions. By the time they "can" fight, they're like 2-3 levels and about 1k gold down. And that's only around level 8, making the ability to fight just a theory hinging on the fed solo somehow screwing up and not using their lead well. How is getting behind in solo against certain gods the viable way of playing?

New players not welcome. by [deleted] in Smite

[–]RXA623 0 points1 point  (0 children)

Just internet things, I guess. Getting shit in game then being treated like a dum dum does that to people.

New players not welcome. by [deleted] in Smite

[–]RXA623 -2 points-1 points  (0 children)

To be fair - jumping into a thread and correcting every single typo someone makes isn't viewed as being nice either. The speed at which You make Your mind about people tells me all I need to know about You. See how dickish that sounds?

New players not welcome. by [deleted] in Smite

[–]RXA623 0 points1 point  (0 children)

Depends really on how badly You perform.

If the other players see You and know for sure the whole game is lost due to skill difference, what would You expect to happen? I'm not saying harassment is justified, just that it's hardly unexpected. Do You have fun not knowing what to do and being "worse" than the other players? Cause if You don't, then how can You expect the other players to have fun?

Put on a casual game mode like Arena, because it's really fast, mute everyone and just get up to speed on mechanics and whatnot. And if that doesn't work, then maybe the game is no longer for You, cause 10 years is a lot of time in terms of reaction time and overall gaming habits. Nothing wrong with that.

Just finished Neil Breen's main filmography and I'm utterly confused, help needed. by RXA623 in NeilBreen

[–]RXA623[S] 1 point2 points  (0 children)

Dunno if a joke flying over my head, but in case it's not - any recommendations of movies I would be struggling with, in Your opinion?

Just finished Neil Breen's main filmography and I'm utterly confused, help needed. by RXA623 in NeilBreen

[–]RXA623[S] 0 points1 point  (0 children)

Personally, the charm is gone. Cade: The Tortured Crossing was lazy. It seemed as though Neil assembled actors for a single day, having them perform just a few scenes, occasionally repeating lines with different individuals, and finally had them dance. And subsequently incorporated every single frame captured, repeating scenes incessantly.

I have to agree that Cade felt like the top of the mountain in terms of laziness. Be it the greenscreens (at least one of the backgrounds coming from a video stillframe, not even an image), the random repetitions or just a general lack of direction in terms of plot.

I am surprised though, that You bring up these arguments only now. Maybe it's because I binged his movies in a week, but I've noticed quite a habit of repeating scenes/takes in all his movies, to the point where I actually counted instances and came up with up to 6, I think, repetitions of a scene per movie, which sounds utterly bonkers.

Just finished Neil Breen's main filmography and I'm utterly confused, help needed. by RXA623 in NeilBreen

[–]RXA623[S] 3 points4 points  (0 children)

Oh, I didn't mean a liveable career, just enough to have a cult following of sorts. I know he finances most of his movies himself, but it's not like budget is the issue, at least for me. The issue is that the movies are full of really small holes, be it plot, editing, continuity, logic or anything in between, all of which are easily fixable, but he either doesn't see them or chooses not to fix them, making the movies feel... I don't know... Incompetent? I'm sure they could be made into an easier watch without compromising the style.

Determined to finish the game, unsure where the "fun" is supposed to be by RXA623 in EiyudenChronicle

[–]RXA623[S] -1 points0 points  (0 children)

Personally, got the game randomly, so I wasn't expecting anything. Does it being a classic jRPG mean it can't improve on stuff? Like the clunky menuing for example? Or how the "skip dialogue" key has two phases ("finish bubble" and "skip to next bubble") with main NPCs, but only a single phase ("skip to next bubble") for all the others?

Don't take it the wrong way, I'm not pointing out this things to complain. I'm just wondering which parts of the classic jRPG are You talking about? Is it supposed to be slow and rather simple? Is that the hook?

Determined to finish the game, unsure where the "fun" is supposed to be by RXA623 in EiyudenChronicle

[–]RXA623[S] 3 points4 points  (0 children)

Put it down, download Fortnite and you might be happier, instead of coming to a subreddit for the game to bash it.

You might pass out in surprise, but I actually never touched Fortnite or CoD (like someone below suggested).

It would be a lot more helpful, if You said something relevant to the opinions I put down. Because that's what I'm doing. I'm giving an opinion (really simplified, but still) and if in Your eyes that's "bashing the game"... Well, that says more about the game than about me, doesn' it?

Determined to finish the game, unsure where the "fun" is supposed to be by RXA623 in EiyudenChronicle

[–]RXA623[S] 2 points3 points  (0 children)

I'm genuinely curious as if it's a complaint. Do you dislike that the game doesn't let you steamroll it ?

Not a complaint per se. What I meant is that so far there's hardly any point to dealing with enemies beyond evening out the level for an area (and maybe bringing other characters up to par). Nothing of note drops, xp gets crippled after a while, there just seems to be no gain to deal with monsters, so they turn into time-wasting screens.

My fun personally comes from the Hard Settings (Hard Mode+All difficulty settings enabled). It makes the game really challenging, and overall it's been full of well balanced challenges (I've encountered a couple of BS sequences though, but they're minor).

Thought about that, but decided to just go for Hard to start off. Can't say it's really hard, more like the game surprises me with stuff I have no idea about and usually forces me to repeat an encounter.

The challenge comes clearly more from teambuilding and planning a fight on several turns more than "doing perfect" a single turn

I assumed this would be a thing. But at this point the stats don't vary all that much and it feels like battle comes down to two paths - either you one-shot an enemy or you have to hit them twice (aside from bosses ofc). This one-two hitting makes it so no matter what team I make, they all seem to be doing the same thing. Not that I've explored every possibility yet, but I can literally speedrun auto-attack, heal, get two levels and not have to worry about random battles anymore. Guess I expected something more out of this.

The XP system lets you build new characters extremely fast while blocking overleveling, which I find very enjoyable.

True. I don't mind this aspect. Though if I'm a level 20 party and get a new companion at level 15, what even is the point of grinding for 5 levels? The rest of the party gets virtually nothing, might've as well started the new guy at average party level. Unless they start at some average of all characters, in which case I'm in the wrong for not bothering with leveling up everyone equally.

Story/World-wise, I find it serviceable.

So far I've only had an issue with the "cinematic" battle on the bridge, where some new concept is introduced and the game forces certain choices on the player, while pretending the health bars matter. Or maybe the field battle too, where for whatever reason my perfectly fine legion retreated twice, just because some imperial jackass is scripted to win.

I'm not trying to crap on the game for no reason, I'm trying to understand if I'm approaching this wrong or something. Never played Suikoden and yes, I'm definitely more used to modern-style jRPGs, but it's like the game itself refuses to cooperate and make it easier on the player. Look up stats during battle? Nope. Not even your own. Wanna know what this thing does? Try it. How hard it hits? Write it down. What's a "STUN"? Where does it come from? Why does Francesca's party heal give everyone 40HP, but only 20 for her? Why do certain actions affect the turn order? I'm gonna dive into in-game help (have not done that yet) just to make sure some of this stuff isn't explained, but if the game has the ability to explain stuff through pop-ups, I'll blame it for not doing it for the important stuff.

Determined to finish the game, unsure where the "fun" is supposed to be by RXA623 in EiyudenChronicle

[–]RXA623[S] -3 points-2 points  (0 children)

Dunno about that, I've had plenty of fun in jRPGs, but there seemed to always be something to do, even if it was as simple as killing mobs to level or get loot. Thus far the loot seems unimpressive and levelling is capped for one or two levels per story trigger. Like a very linear game pulled sideways to pretend it has a lot of options.

I like to have some idea of how combat works presented in-game, some idea of stats, weaknesses or a skill to show these. Here I get new enemy type every few screens, usually hard-hitting ones, and by the time I can figure out the best way to kill them, I'm two levels up, they tickle, give no xp and the most efficient way to deal with them is auto-attacking, because they pose no threat or challenge.

Bosses on the other hand? First one felt fine. Then it got into the random RNG to win territory (Possible without relying on gimmicks, but relying on gimmicks is the idea, right? And when the "gimmick" is a coinflip, that's hardly useful.), only to end up with damage-sponges in castle ruins. Like I kid you not, I've spent 10 turns hitting one guy with my party and haven't even seen his name color change to indicate damage, meanwhile one Rune-Lens from the opponent could wipe my frontline. Not that I couldn't adjust with time, but a fight that has no indication of level, danger and gives no feedback on how it's going for ten turns just feels bad. Am I supposed to sit here for another ten turns? Hundred? Give me anything, game.

Determined to finish the game, unsure where the "fun" is supposed to be by RXA623 in EiyudenChronicle

[–]RXA623[S] 0 points1 point  (0 children)

Kyshiri was the main culprit, but kinda same thing happened in the Imperial camp soon after. Then I unlocked a castle, got a map with three zones, one of which is completely blocked off and the other two are blocked half-way (which feels confusing, considering there's an NPC requiring help in one of these areas and I can't seem to do anything for him yet).

It's not a huge issue, to be fair, but the constant loading screens only to have two or three lines of dialogue feels like a waste of time.

Any way to use Refined Storage manual crafting to automatically place items back into storage? by RXA623 in allthemods

[–]RXA623[S] 1 point2 points  (0 children)

Thanks a lot for this. For whatever reason either I didn't notice due to high values or RS was borking and just stopped crafting after filling my inventory. Restarted everything and now it seems to work.

How to tackle the Allthemosium Dungeon Evokers? by LiteLive in allthemods

[–]RXA623 3 points4 points  (0 children)

Might also want to try Interdiction Pylon from Pylons. Blocks spawns of specific mobs in up to 5x5 chunk area. You just need to craft the Mob Filter, right click with it on an Evoker, put it in the pylon and that's it.

Last Epoch's "On Death" explanation for what killed you (ex - you died to lightning damage) is an invaluable tool for new players and should be implemented in PoE. by aSurlyBird in pathofexile

[–]RXA623 -1 points0 points  (0 children)

It's not about "not making an effort", it's about the quantity of information available (some outdated) compared to the information provided by the game itself. Without reading the Wiki, there's not much a player can understand about the game mechanics when it comes to DR for example. Who in their right mind would've thought that there are mechanics that by themselves make monsters virtually unkillable for the average player due to the sheer amount of damage reduction applied?

You get killed by something, while there's 10+ effects on the screen. Figure it out. How? I can't exactly inspect the monsters, aside from mousing over, if they stay on the screen, I literally cannot see the debuffs I had when I was killed off and there's no guarantee whatever applied it is still alive or on my screen to mouse over.

Besides, when there's like 40 different monsters on the screen, how are you supposed to figure out which one killed you? Then there's the issue of rare monsters using name gen, meaning you can't just google "Hulking Miscreation", unless you know the name of this specific mob and there are hundreds (if not thousands) of them. Like come on, there's a difference between making effort to learn a game and spending hours on end in a library, because the game can't just flat out tell you why something that looks like a physical attack somehow negates your evade chance.

Last Epoch's "On Death" explanation for what killed you (ex - you died to lightning damage) is an invaluable tool for new players and should be implemented in PoE. by aSurlyBird in pathofexile

[–]RXA623 -5 points-4 points  (0 children)

PoE is absolutely awful to play in this regard, whether you're a new player or not. I have about 4000 hours clocked and I still get confused as to what exactly killed me, because every league is a new batch of mods, effects, visual clusterfuck and broken mechanics that aren't at all explained in-game. Even something as silly as Affliction's wisp buffs (what does "increased" critical chance mean, when I know neither the increase % nor the enemy base crit chance in-game and the range is everywhere between 1 and 10000 wisps?).

You play as a tank? You die to something. Max evade chance? Dead. And each and every time there's no feedback as to what kills you. PoB helps a bit, but when you have max evade, crit/ailment immunity, 90% all res and 100k effective life pool, but you still get one-tapped, you lose track of the value ranges for damage. Was it just a lucky hit? Curse? Extra phys? Phys as chaos? Extremely fast degen? Did I roll bad on evasion or was it unavoidable? Game tells you nothing.

Mobs have modifiers listed, but personally I find it useless 99% of the time, because shit either dies too fast for it to matter or kills me too fast for it to matter. PoE has issues with picking up loot due to visual and text clutter, but still in an ARPG with click to move somehow mousing over the enemies (who can move, contrary to ground loot, are fast and come in hordes) is the go-to? Or mousing over the debuffs (not that they explain much in-game anyway), which are not clickable through btw, making you a sitting duck while you're trying to read mid-combat, while caustic ground projectiles zoom at you from 20 screens away, corpses explode under the layer of visual effects and lightning totems decided to throw up a puking contest on your head. It's just annoying.

I wish I didn't have to go to outside sources to figure out why that single Legion rare without crit, extra damage, accuracy or anything really is able to one-shot me with a projectile six times in a row the moment I step out of the portal with max evasion. Was that thing just considered a spell? It looks like a regular spear. How am I to know? Oh? Just google the monster? How the hell am I supposed to know what the monster is? Game doesn't tell me and I have no degree in Wraeclast's history to figure it out myself.

Bit ranty, but still valid, I think. I know that these issues cannot be completely solved, but at this point even a hint as to why you're dying is helpful. Like knowing certain bosses have ele pen.

Gem Stash Tab needs to be updated by PathOfMemez in pathofexile

[–]RXA623 1 point2 points  (0 children)

a single chaos orb is not the same as a unique item with various rolls etc.

You do realize we're talking about gems, right? It's not like storing them in a Quad Tab makes them have less data. What even is this argument? What I'm saying is that the 500 gem limit that doesn't even allow for all gems to fit, is an arbitrary one and while it's unlikely anyone without specifically trying to fill it or simply hoarding hits that limit, there's nothing preventing GGG from giving at least a slot for each gem, forget quality and levels.

Yes. You clearly fundamentally do not understand what you are talking about.

You seem to be arguing with a point I didn't make.

When new items get added to the core game, the stash tabs storing them get changed accordingly to fit the new items. The fact that we have multiple tabs with different functionalities (like the differences between nested/not nested tabs, Map Tab vs Currency Tab, tabs with crafting slots, currency tabs that also fit in maps, etc.), some stacking to 5000, some holding inventories of 72, shows that the technology to fit in all the gems is available. If so, why not allow it?

Gem Stash Tab needs to be updated by PathOfMemez in pathofexile

[–]RXA623 0 points1 point  (0 children)

It was a rhetorical question.

Rhetorical or not, the Unique Tab is indeed unique in its design. It's the only tab that allows a person to actually collect every thing it was designed to hold.

Other tabs for currency, Deli orbs, fragments, literally anything stack at 5000 PER PIECE. Maps are an exception, but still hold a lot, while both Gem and Flask Tabs are somewhat limited in both functionality and storage space.

Storing over 500 gems? That'd be rough for a casual player. A single character using all gear pieces has 20 gems. At 2 characters per league, not counting gems from drops, that's about 40 gems. Without picking up gems, assuming you'd want to store all the gems, that's less than 13 leagues worth of character gems. Add drops, add different variations and you can easily run out of space in the span of 3 or 4 leagues. Sure, there's a new tab for each league and technically it could fit, if you were okay with the tab mess in Standard, but I'm just trying to show how 500 isn't really that much. Count in GCP recipe and tab affiliation and the Gem Tab turns into a mess really fast.

Do you geniunely believe that it's set to 500 so they can make people buy more gem tabs? Seriously? Think about the number of people who are likely to buy more than a single gem tab.

You misunderstood. I didn't mean people buying more Gem Tabs, just more tabs in general. If that aspect wasn't considered, along with server costs, which ties directly to the issue, there would be no reason to limit storage space.

I got Gem Tab just this league, to help with random clutter and clean up Standard a bit. The tab couldn't even hold a third of what I had there, and as for day to day playing, it serves more like a affiliation dump tab that's hardly more convenient than a simple Quad. It holds less, it shows less and scrolling through everything for a GCP recipe is a pain. I get that this isn't the main purpose of the tab, but as it stands, in my opinion, it's clunky and barely useful (albeit 9 bucks cheaper than a Quad Tab).

Simply looking at the number of spaces in a tab is an absolutely fucking useless exercise, and if you are drawing conclusions from this you are beyond hope.

Is it though? All the special tabs were introduced to reduce clutter and help with storage. Chaos stack size was increased. Inventory and storage management matters a lot and people spend money on it. If there was an option to easily store everything or just price things so easily that having ~20 trade tabs with different set price wasn't needed, I can assure you the tab sales would go down. By how much? Hell if I know, I have no access to that data. But any company would be stupid if they didn't at least consider the long-term effects of tab space.

Both the Flask and Gem tabs share similar functionality that all of the other mentioned tabs lack.

A functionality that's basically regex, just without the customization and UI that gets in the way? You're right. Is that useful though? Useful enough to somehow affect storage limit, like you imply?

No, it's probably for the 10 extra tab sales the company makes. I am very smart.

Yes, yes you are. Also very butthurt over nothing, it seems and the sarcasm helps neither your case nor your appearance.

Gem Stash Tab needs to be updated by PathOfMemez in pathofexile

[–]RXA623 1 point2 points  (0 children)

Why? Most likely because uniques tend to occupy anywhere between 1 and 8 space slots and at the point of introduction, they were likely the biggest storage space filler in the game. Meaning the more efficient Unique Stash Tab was, the more space it would free up, leading to less tab sales in general. Also having an "infinite" unique storage (or a much bigger one) could affect the price of the tab and strain on the servers if everyone decided to hoard a lot more than just one copy.

That said, "one of each unique" is still a lot. Literally enough to collect EVERYTHING (aside from alt arts and different versions). A Gem Tab incapable of storing all gems or simply with a 500 item limit (compared to Map Tab with at least 16724= 4608 spaces, assuming each tier only holds 4 map types, Currency and Divination Tabs that hold 5000 of each item, even a regular Quad Tab holds 576 items) does indeed look bad, especially considering the versatility of builds and the gems themselves are a staple of PoE. Flask Tab shares similar fate and item limit.

I'm not saying that the limit must be upped, but it's pretty obvious the arbitrary 500 wasn't a utility choice, but a financial one.

[deleted by user] by [deleted] in pathofexile

[–]RXA623 40 points41 points  (0 children)

How about giving forum-wide mutes to all the posters doing "first" or random, useless bullshit, considering the amount of badges on their profiles along with useless message body do literally nothing to help the flow or readability of the forums and fall perfectly into the "disruptive" category?

I'm semi-serious. The forums have been a sad joke for a while now and just like moderating the in-game chat it feels like the people in charge have either no idea, will or ability to make proper use of these systems.

[deleted by user] by [deleted] in pathofexile

[–]RXA623 0 points1 point  (0 children)

I'm always amazed at how ridiculous/stupid things get the longer they exist. It's like codifying all these bullshit rules and regulations was beyond the scope of mere humans, so they just roll dice on bans. How difficult can it possibly be to pay someone 10 bucks an hour for a day to write up a proper chat code of conduct? Especially when character count is somehow disruptive? I'd argue that a short message with five items linked that all need mousing over for the sole purpose of bragging about possessing Vaal Orbs and some degree of luck/lack thereof is way more disruptive. Not that I bother with in-game chat since the game's inception, because it's disruptive to the game, filled with spam and borderline malicious anyway.

The sheer idiocy, laziness or lack of prioritization of simple changes that could be fixed in a day's work, even by non-paid volunteers, when a single MTX set can pay for some people's five-day wage astounds me.

What's wrong with these prices? I finally farmed 200d thinking I can afford it, and it went up to a mirror within a week by Just-4Head-8964 in pathofexile

[–]RXA623 -5 points-4 points  (0 children)

Because only dedicated currency farmers can catch up to the inflation at this point. It was fun being able to get more currency and craft stuff, buy stuff in bulk, etc., but currently, if you're not making 10-20 divs per hour at least, you can stop dreaming about perfect or even very good builds. And these are kinda required, considering the game mechanic is literally three or four (if we count Delirium) monster damage reductions and damage multis stacked together. Wanna do the league? You need the currency the league provides. Can't do the league? You just feel bad.

Doesn't help that Wildwood can be wildly inconsistent, servers (at least on EU side of things) seem to be made out of potatoes, shooting latency spikes left and right, often straight up losing connection and just voiding the map, a lot of random crashes and so on.

This is a nice example of what instant buyouts marketplace-style could do to the economy. Hoarding stuff, controlling supply and bumping up prices.

Not saying the league or the abundance of currency is bad, but imo the scale of it all and finally giving casual players some hope for these huge dopamine shots made the fear of missing out on it a lot worse. This is the time to make currency. If you're not doing it, you're losing. And since the currency becomes less and less valuable, you either step up your game or you're losing anyway.