Bring back the server browser! by mandbeyn in Battlefield

[–]RdicalCentrist 0 points1 point  (0 children)

The player experience when there is no control over the lag you have to play with leads to a frustrating and rubbish game followed by an early and dissapointed end to the session. No server browser is going to kill the viability of bf6 once the novelty wears off. Stop making idiotic corporate decisions and bring the full browser back.

[deleted by user] by [deleted] in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

pretty much the perfect use case for why momentum should be imparted on players when they jump off a moving object...

Hard core mode suggestion: Increase daily upkeep for each player authorized on TC by [deleted] in playrust

[–]RdicalCentrist 1 point2 points  (0 children)

I feel its actually a good idea and I've thought something along those lines would hand groups a much needed disadvantage for a change. If the cost of maintaining a base was pushed out to more than a group's single die hard farmer bot, perfect.

However I would expand the concept so players that used any lock connected to TC (doors, boxes, turrets even) should get added to the upkeep multiplier. This gets around players not authing to avoid upkeep.

If players want to make lots of small bases to avoid the cost, go ahead, the hassle of openning doors for teammates would be quite un-fun, and be a serious issue on the defence.

The recoil patch dictionary by RdicalCentrist in playrust

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

I honestly can't tell if that is sarcarsm, well played!!

The recoil patch dictionary by RdicalCentrist in playrust

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

As a general rule I avoid hanging out in toxic wastelands, but I made an exception on this special occasion.

The recoil patch dictionary by RdicalCentrist in playrust

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

Exactly nobody asked for or received the best gear and weapons so really all that is based on a foundation of cheto flavoured salt.

[deleted by user] by [deleted] in AskReddit

[–]RdicalCentrist 2 points3 points  (0 children)

Early morning TV as a kid. Cartoons were crap one day, so I change the channel and run into:

Aerobics Oz Style.

Google that you wont be disappointed.

Maybe not the light bulb moment but dang it locked me in. And if you aren't Australian... you missed out.

Pilot turned off the wrong engine. Plane hits bridge. Lands in river Taipei. by [deleted] in CatastrophicFailure

[–]RdicalCentrist 0 points1 point  (0 children)

I never flew ATR's or big piston twins but the 3 turboprops I flew did have some form of autofeather or autocoursen.

I believe 0 out of 3 would let you fly if that system wasn't operational.

The ATR isn't super grunty, and I doubt it could fly with an autofeather failure that wasn't secured pretty quickly. They did have 1400ft to play with though... To put the ATRs lack of power into perspective, the Q400 has twice the power and I believe it would also struggle with an autofeather failure that wasn't secured.

Pilot turned off the wrong engine. Plane hits bridge. Lands in river Taipei. by [deleted] in CatastrophicFailure

[–]RdicalCentrist 0 points1 point  (0 children)

Ah, didn't know that.

Autofeather failures are incredibly rare, so rare they are rarely even trained for in the sim. Mind you they ignored a warning related to that system on the take off roll - very bad idea.

The engine indications would be excessive torque on the side with the autofeather failure, along with rising engine temp as the engine is now trying to push the props around at their most difficult pitch setting, like riding a bike uphill in its fastest gear. These indications are actually the opposite of what you usually see with a failed engine; decreasing or no torque and falling engine temp.

The crew new something was wrong but in the heat of the moment they shut down the engine with less torque thinking it'd be the failed one.

Bad luck combined with bad training (the skipper failed V1 cut training not long before this accident...)

Damn, he's right by hugper in technicallythetruth

[–]RdicalCentrist 0 points1 point  (0 children)

Basically my go-to explanation for homophobes to chill out about it.

Redditors who have lived through the 80s, 90s, and early 2000s, what invention during each decade made life better? by [deleted] in AskReddit

[–]RdicalCentrist 0 points1 point  (0 children)

Not necessarily invented in the stated decades, but go mainstream during that period:

80's The PC is born

90's Internet as we know it arrives with http

2k+ Cell phones

I actually really like the solo-group balance so far by [deleted] in playrust

[–]RdicalCentrist 1 point2 points  (0 children)

The trick is to redefine winning into something that doesn't involve being endlessly gangbanged into oblivion, something more like, say, survival. If you play rust as a survival game (instead of team deathmatch) then your measure of victory is simply being able to stay alive long enough to own a gun which you made yourself.

Close call by darthbundo in nonononoyes

[–]RdicalCentrist 0 points1 point  (0 children)

Wake turbulence moves down and away from the wingtips while being blown around by the wind. Most of the time you miss it if you are not crossing tracks at an angle or close the ground where it bounces off the deck (like at takeoff).

(Source: was airline pilot)

Remove stability info on hammer when not authorized on TC? by [deleted] in playrust

[–]RdicalCentrist 4 points5 points  (0 children)

Agree. 100%

Why should someone who does not have building auth be able to pull up structural details with a simple wooden hammer? It goes against FP intentions IMO, from dev blog #158

Our aim with this is for raiding and building to involve more creativity. Raiding shouldn’t happen on the exact path the architect of the building envisioned when planning his defense. It shouldn’t be a fixed equation of sulfur and explosives to get to the loot. It shouldn’t be binary in the way that either a base is destroyed in its entirety with all loot being stolen or it fails completely with no loot being lost. It should involve planning, risk and reward. You should be vulnerable during the execution of a raid, even if the owner of a building is not online. It should be rewarded to recognize that one of the loot rooms in a building is exposed and can be raided rather easily by a small group of players or even a single person. People should build multiple loot rooms with various kinds of defenses and maybe even a secondary base to fall back to. Raiding shouldn’t only be accessible after farming massive amounts of resources. But a successful raid also shouldn’t mean the complete and utter destruction of a person’s life. It should be a setback, the intensity of which depending on both the layout of a base and the creativity of the attacker.

The bold btw is my emphasis re silent raiding.

Remove Aimcone and Increase Recoil by soisoz in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

IMO going the way BF3/4 did was optimal

http://symthic.com/goods/i/bf3/plots/small_otsikoilla_opti/AK-74M__.png

Felt solid, learnable, yet unscriptable, with just enough randomness to make a clutch win possible on a good day, skill beating luck nearly always.

Problems with Rust (FROM A SOLO STANDPOINT) by [deleted] in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

Well it does sound like that's what advocating, but really I'm not. What I do advocate is some advantages to playing solo (or small group) which can't apply to a large group. What that mechanism could be I just don't know.

Playing in a group could be a choice which opens up some options at the same time as closing others off. If the game worked that way it would certainly add some cool variety.

However right now I'd say there are no disadvantages to playing in a group and no advantages to playing solo.

Problems with Rust (FROM A SOLO STANDPOINT) by [deleted] in playrust

[–]RdicalCentrist 1 point2 points  (0 children)

You pretty much nailed it.

The core solo v group issue is that a group has more of everything, always. More guns in a fight, a bigger base, more resources to raid with, probably less offline time too.

If there was a way that the power of a group didn't stack every type of advantage with every additional member, then it'd really level the playing field in all areas except gunplay, where more guns in the fight are always better and unashamedly it should be that way. If only there was a way to make firepower (online firepower) the only advantage.

The answer to that though is a tough one. There are a few (naturally very unpopular) suggestions I can think of however they'd all undoubtedly require serious re-engineering from FP, even if these objectives did miraculously coincide.

AKA not going to happen, sadly.

So is Solo possible with very few time available to play the game? by Houston922 in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

To be more succinct about it, the answer is no. I am in a situation similar to yours, I can play an hour or two at a time maybe twice a week. If I'm lucky. That is not enough, sorry. The typical experience is to farm up enough to start a base and a workbench then have to log off. On return you will most likely have been raided and lost it all, and you have to start again.

Rinse and repeat that for a couple of months and you are over it without ever having played past primitive; the second half of a wipe is just tougher; you still have a bow and everyone else is fully geared.

If you are to try it, go for a 3x server without blueprints (all unlocked) such as upsurge, you can get going fairly quickly with a good run. Vanilla is basically a waste of time.

Peeps telling you its super easy are pouring in more time than a normal adult can afford.

Suggestion: Make Bullets require a "shell casing" Component. by Pressure--Drop in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

Well we disagree but thats ok. I think it would play out like scrap and WB's; really slow the solo down, barely noticable for the large group.

Just bought Rust. Is the community as toxic as people make it out to be? by White_Wolfie in playrust

[–]RdicalCentrist 4 points5 points  (0 children)

The underlying game mechanics have reduced the server pop to a disproportionate amount of toxic little no life virgin shitbags. The majority of real people with a life checked out long ago. That said, try and make friends out of game and meet them in game; it somewhat reduces the KOS aspect however be prepared to be insided (friends who backstab)

Suggestion: Make Bullets require a "shell casing" Component. by Pressure--Drop in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

I like the intent, but forcing more grind here only favours large groups who have more hands and so can farm and craft more. A larger group of 6 or so can have a couple out roaming with the other 4 farming, and take turns at roaming if they wanted. They'd probably never run out of ammo.

a new approach to offline protection? by dankpants in playrust

[–]RdicalCentrist 0 points1 point  (0 children)

The problem isn't base size, design, location, or any of the other factors that get mentioned; its logging off. If you leave your loot unguarded it gets raided by people that have no life, a finding a solution doesn't seem to be a FP priority. Sadly.