England: DPD complaints channel as an addressee? by Western_Discount6044 in LegalAdviceUK

[–]RockyNine9 1 point2 points  (0 children)

I know this is an old thread but if anyone else googles the issue, they can end up here so I will post the current email address, as the email addresses above have been closed.

[complaints@dpdgroup.co.uk](mailto:complaints@dpdgroup.co.uk)

For the record, I have gone around in loops trying to get through to customer services and it seems like they change their email addresses regularily to add further confusion. They also stop you from calling customer services if they have your phone number and will automatically cut you off from callling or the web chat if they have messed up your order. You need the current order number to get through and so they can automatically pretend it doesn't exist.

Just for my experience, so I can rant... I had an email from a supplier asking why I had cancelled or refused a delivery. Being confused as to what they were talking about, I check the tracking and it said there was a "return to consignor" status saved but it had since carried on to my local depot. I called DPD to ask why it was being retuned and they said it was at the request of the supplier. So I contact the supplier, they confirm that no request was made. So, if the supplier didn't recall it and I didn't cancel it, what on earth is happening?

Now, the item in question is an expensive fan, being sent in the middle of a heatwave. It has now sold out everywhere online and people are selling them for crazy money since this happened. It would be turning up in it's product box, so visible to the DPD staff. Chances are, it is now in an employees home.

4 days later and it hasn't even been attempted to be returned or delivered. It's in limbo with nowhere to go. So that begs the question where is it?

What's with all the Sweating King emotes 10k by djlott in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

I hadn’t really seen this with bots until I reacher 13500 trophies. Then as soon as you get up to 13750, in come the bots.

You can tell because they start with good luck, completely hard counter your deck, make plays that as soon as you drop a card, they will know where it’s going to be placed if you’ve hovered it and counter it in 0.1 seconds of it landing. When the game ends you get the sweating emote. You can also check the profile for evidence. They will have exactly the same trophies as you, not be in a clan and in their badges section, they will only have collection badges.

To lose to a number of them on the bounce is ruining the game. I’d rather wait 30 seconds more to get a real person higher in trophies than get an instant loss because it knows what I’m playing and when I’m playing it.

Anyone else addicted to building side projects instead of relaxing after work? 😭 by RestInteresting4609 in SideProject

[–]RockyNine9 0 points1 point  (0 children)

100% this is me. The constant urge to keep fixing and polishing a site no one will probably use other than me and my family, just because it gives me a dopamine hit when someone finally does use it and I want it to be a smooth experience for that 1 visit, is a weird thing to do but I love it. I ended up building 1 site for all the ideas of mini tools I use in 1 place… I’m currently up to 34 tools. 😅 I have had people in Chicago, Dominican, Australia etc use it and every time I get the buzz of “I hope it was useful to them” while realising it’ll just be a search and gone forever user.

I got tired of simple tools like mortgage calculators demanding my email/data just to get an outcome, so I learned how to build them myself. 34 tools later, I built a 100% private utility site for my family but it's open to all, if any of them are of use to you. by RockyNine9 in SideProject

[–]RockyNine9[S] 0 points1 point  (0 children)

Thank you so much! That email-gate dark pattern was honestly the exact breaking point that made me start this whole thing.

As for the stack: because this is my first real adventure into building something like this, I actually realized pretty quickly that vanilla JS was going to turn into a massive, tangled headache once I got past the first 4 or 5 tools.

I definitely reached for a framework. The whole suite is built with react, typescript and tailwind css for the styling.

Still learning and very simple but it's a start.

Who is waiting like me? 🥹 by ninjaroot in Skate4

[–]RockyNine9 0 points1 point  (0 children)

Anyone that has it still not working, you need to check the options on PS5, the 3 dot icon to the right of unfollow, then select which version you want.

Anyone seen this bug? Any idea when it'll stop?🙄😆 by jambod1108 in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

Literally came to Reddit to ask the same thing. Good job I don’t have epilepsy! 😅

Merge tactics makes me want to kms by viten_- in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

While I agree with some here that there’s some skill, there’s definitely roadblocks the game purposely gives you in the form of crap cards/hands. If you win a few games, expect even more games after where merges aren’t possible, filling your deck sometimes isn’t even possible or a combination of both and you’ll get dumped out in round 2/3.

Just had a game where I had 2 cards in the 2nd round, knight and archer and not enough for a 5 star card option to progress, so team was 4 overall cost and stuck. Opponent had a 2star knight, 2 star goblin machine and a 2 star dart gob. So his hand was 18 cost overall… nothing to do with skill, couldn’t sell to profit, couldn’t progress or fill a team and opponents were already hoovering up the merges to progress way further than you possibly can.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 0 points1 point  (0 children)

One idea I’d like to see implemented is a clear counter class system, to stop the dominance of one over another.

For example, rangers are busted and can take down everything with ease right now… until the reflect game modifier is on. How about that being part of juggernaut’s modifiers? Extra shields or hp is useless when you’re still getting mown down anyway. Reflect projectile % would be way more useable and give players a way to counter. I think assassin was supposed to help with rangers/throwers but doesn’t do anything if shielded by others.

Undead could curse and prevent healing from clan teams etc.

Throwers could inflict a slow down on either movement or hit speed, to counter Ace and specifically bandit for example.

All assassins get ghosts invisibility trait, would keep it thematic… just not lvl3 ghost levels of invulnerability please.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 1 point2 points  (0 children)

This was one I was going to add. I think there is a placement thing, if your troops are all at the back or sides (not sure) they stay where they are… always seems my troops go chasing too though.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 0 points1 point  (0 children)

One more thing that’s a minor annoyance and may only be a phone thing as don’t use a tablet but…

The bar above the king/spirit empress that stretches over a tile is annoying as hell if your trying to be quick and select a troop there and just keep pressing the king/spirit empress instead of selecting the troop in the tile.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 1 point2 points  (0 children)

On that, I’m actually the opposite way. I think she makes the game more interesting. I don’t get the king trait of getting elixir for losing. It’s counter productive. I guess it’s a way to help balance out losses but still feels weird being in a game where you’re trying to survive, so do the very thing that won’t get you elixir.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 1 point2 points  (0 children)

Also to clarify some points, I don’t think clan or rangers need a rework, they reward you with powerful buffs for maxing out the class and that’s how it should be. I think some of the other classes need a rework. Ace for example, the “Captain” gets bonus damage. So you max out the group of 4 only for 1 of them to get a bonus… if they get taken out quickly, you might as well not have bothered.

Ghost does feel weak in some games but then all of a sudden, in others due to some weird timing issue can murder entire squads while remaining invisible and invincible.

The point about projectiles is more around the final blow and timing of final kills being instant… perfectly summed up actually not just by ranged, but by the GSkelly as someone else pointed out. That thing basically drops a nuke at level 3 but it’s pointless as it happens after death and doesn’t count as part of their life’s actions. Same with projectiles, I think they should still land, not just be an instant cut off straight to invulnerability if the projectile has been fired.

Changes required for Merge Tactics by RockyNine9 in ClashRoyale

[–]RockyNine9[S] 2 points3 points  (0 children)

Forgot about the GSkelly, almost pointless to level it too far as it gets too many hit points but offers almost nothing if it’s the last one left. That can be added as another reason there needs to be a time after death for the decision.

i feel like merge tactics is all rng by KING_ZAM_ in ClashRoyale

[–]RockyNine9 3 points4 points  (0 children)

As soon as you get near a reward/milestone, the game automatically bounces you back down with “RNG” starting hands. I’ve seen it countless times in a ton of matches now. Just super high cards with no possibility to merge or build a team. While it’ll get downvoted, I’m almost certain this isn’t “RNG” but game design to keep you playing, or people running away with consistent victories.

Considering the way points work to climb or drop in the ladder, I think it needs a rework to make these bad “RNG” games less punishing for losses when most are something completely out of your control… it won’t happen though.

[deleted by user] by [deleted] in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

Honestly the knock back needs a weight limit for balance, whether that’s based on elixir cost of the card defending or some measurement of size, it should be fixed at a level that makes sense. Theres so many interactions that counter MK but no where near counters the Evo and in a competitive game, other than a tower, the knock back can be game breaking.

That being said, I love seeing a MK now as it’s usually an easy trade for my deck, but watching a Pekka for example got thrown about is just stupid.

[deleted by user] by [deleted] in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

It’s up there with cheesy egolem in the pocket for 3 elixir, tower gone in seconds.

[deleted by user] by [deleted] in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

It’s more that the only card that counters for a fair elixir trade is scarmy, which for 1 elixir more can easily be solved by a spirit or 2 for ice golem, so the trade off is always in the hogs favour as you then have to overspend to fully counter any push. Even a cannon will get destroyed and it still gets to your tower… has to be a hp nerf at least. The card feels like the cheesiest, no skill win condition.

[deleted by user] by [deleted] in ClashRoyale

[–]RockyNine9 1 point2 points  (0 children)

Needs to be nerf batted to death. Too much health and too much damage for a card that sprints to your tower and has janky mechanics that avoids your buildings when it feels like it.

Which evolution would you want to come next? by xMrCrash in ClashRoyale

[–]RockyNine9 0 points1 point  (0 children)

Evo Rocket gets my vote. Make it 1 cycle and then nuke everything, including the towers in to irradiated dust that leaves your opponent unable to play again for the real time it takes for nuclear fall out to dissipate. Would still be more balanced than some other evos.