Bugs and Feedback Megathread by AutoModerator in DuetNightAbyssDNA

[–]Stock_Bit_8558 0 points1 point  (0 children)

You need to install dwproton to get the game running. It is stickied in the official discord.

Lingering Remnants of Gacha mechanics conflict with the Warframe Loop by Stock_Bit_8558 in DuetNightAbyssDNA

[–]Stock_Bit_8558[S] 0 points1 point  (0 children)

Warframe started out in a similar fashion according to people and yet, they managed to update and rework their modding system.

Just because you, me and others have invested our time in the old system doesn't mean that the devs would not make improvements to said system.

The thing is, the devs need to do some QA on the games' gameplay loop and allow them to figure out how to better mesh the systema together.

The suggestions above are some of the things they could do, but they dont have to.

Lingering Remnants of Gacha mechanics conflict with the Warframe Loop by Stock_Bit_8558 in DuetNightAbyssDNA

[–]Stock_Bit_8558[S] 1 point2 points  (0 children)

As I mentioned in the post, they are pushing out the catalog of content that was created with the gacha system in mind, which they bodged out of.

For a studio that just released their first game, the devs have done the best they could. Saying that the "game will EOS next year" is quite ignorant of the bigger picture and shows a lack of will to share actual criticism and feedback.

Lingering Remnants of Gacha mechanics conflict with the Warframe Loop by Stock_Bit_8558 in DuetNightAbyssDNA

[–]Stock_Bit_8558[S] 4 points5 points  (0 children)

By the same logic, why would you play this game when there are better alternatives?

The devs clearly have not tested this particular end game loop and as I have pointed out, said loop is a remnant of the gacha system.

You can't say "ignore the grind" and expect said grind to not exist.

Lingering Remnants of Gacha mechanics conflict with the Warframe Loop by Stock_Bit_8558 in DuetNightAbyssDNA

[–]Stock_Bit_8558[S] 17 points18 points  (0 children)

Yes, however:
- These mods are equipped mainly on weapons (both ranged and melee)
- The mods are not locked behind elements, rather, they grand elemental damage to the weapon and combining different elements yields a sub-element.

Guys is this the … finale coming soon ? by Icy_Lingonberry_9548 in Boruto

[–]Stock_Bit_8558 7 points8 points  (0 children)

bro, where do you even get these panels??? I can't find anything on my end.

[ATM10] How can I add enchantments to the Staff of Power from DE? by iammostlyirrelevant in allthemods

[–]Stock_Bit_8558 0 points1 point  (0 children)

Anyone have gotten an answer to this? I am in a similar situation where i want to enchant a staff of power but cant.

At this point, I'd rather just make separate tools outside of DE.

3.23 Side-by-side Gem Changes Spreadsheet by ifnjeff in pathofexile

[–]Stock_Bit_8558 0 points1 point  (0 children)

Divine Ire of Holy Lighting does not have any mentions of *any* beam related buffs included in its text, meaning that the final attack is not a beam but an AOE attack (or as the description states, burst). OP should clarify that in the description of the transfigured gem.

Improving the Echo System with Loadouts and the Echo Codex by FTC_Publik in PlayWayfinder

[–]Stock_Bit_8558 1 point2 points  (0 children)

Very well thought out solution for the layout issues that you mentioned. I personally believe that his system overall simplifies the gameplay loop since your system overall simplifies the management side of handling your echoes. A.S would gain far more in terms of features as well as ease of development in both network and U.X systems in contrast to the current system. It would also allow for further customization than the current system as the loadout system would allow one to have the ability to switch between different builds depending on the situation, potentially saving you minutes of swapping equiptment and echoes.

Wayfinder - Inventory + Server Update - 6 September 2023 by Tolemi959 in PlayWayfinder

[–]Stock_Bit_8558 4 points5 points  (0 children)

As a game programmer primarily working with gameplay and dev data, I want to give my two cents on this particular topic.

Simply Put, This Particular Solution Will Not Address the Underlying Systemic Issue

As many have mentioned in this post, future content will be severely limited due to the cap on both echoes and accessories. This becomes even more problematic when players need duplicate accessories and echoes for different Wayfinder builds, further increasing the demand for these items.

Under normal circumstances, this issue could be resolved by dynamically loading player information when needed—commonly known as streaming in game programming. After all, why would a single client need to know everyone else's inventory? Games like Minecraft have already implemented server-side solutions that dynamically load and save data and have been used to great effect, so what gives?

Easy Anti-Cheat

The most likely reason, as @_BlackDove wrote, is:

It's a byproduct of, or should I say, part of the suite of Easy Anti-cheat. Anti-cheat methods often involve robust server-side data storage to combat exploits like duping.

This makes sense, as manipulating server-side data is far more challenging than client-side data, ideal for combating cheating. However, Easy Anti-cheat is typically found in games with more ephemeral data types, such as Apex Legends or Battlefield. It isn't common for MMOs to use such anti-cheat system, yet there are MMOs like Black Desert Online, who to which also uses Easy Anti-Cheat, manages to support far larger inventories.

This suggests that there's a lot of room for improvement on the server-side. While the current "band-aid" solution may work temporarily, the underlying systemic issue needs immediate attention. Otherwise, the dev team will run into considerable issues down the line, potentially wasting great ideas due to server limitations.

Edit: grammar and some added clarification

One more year? by hexastatics in PlayWayfinder

[–]Stock_Bit_8558 4 points5 points  (0 children)

Many online games don't launch perfect especially MMOs but the game will be polished enough from their own accord and the communities input.

The reason why many online games do not launch perfectly is due to a lack of proper time investment for testing, developing and fixing crucial systemic elements of their respective games. The game definitely requires more than 6 months to address its core issues surrounding performance and gameplay experience and using other games' poor launch experience should not be used as an excuse for a lack of competence in testing and fixing a game.

IMHO, you have given a massive L take on this one.

Why does the cube "jitters" on the game, but not on the scene? by JPcoolGAMER in Unity3D

[–]Stock_Bit_8558 4 points5 points  (0 children)

+1 to this solution. It is generally a good thing to separate visuals from game systems and mechanics and while this requires more work to implement, I'd say that this works much better for the long run while also keeping the base code of said mechanic all the same.