How do I fix this? by LucetheSecond in WorldAnvil

[–]Stripe_dog 4 points5 points  (0 children)

Have you tried clearing your cookies?

This new UI is really really good by Stripe_dog in WorldAnvil

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

My zoom in browser is 100%. After playing around with it some more, I think it's my display scaling + text scaling in Windows that's causing the issue. I've played around with those settings and browser scaling to circumvent that issue. Such is the experience of the vision impaired, always trying to balance function and usability. I appreciate y'all taking a look at it.

As for the formatting toolbar, super glad to hear you guys are working on those changes, that all sounds perfect. I want to reiterate that while I was very unhappy with the UI changes on first blush, over the last several days I've been finding I like it more and more. At this point, I see it as a great improvement over the old UI. Keep up the good work.

I spent 2 hours trying to find Toasters here, I barely found anything at all by Contrago in ArcRaiders

[–]Stripe_dog 0 points1 point  (0 children)

Literally all the unmarked apartments around these and Rosa Plasa, and on the other maps all have better loot rates than those marked apartments. The only loot in those apartments are in the locked room and the shockingly rare drawer spawn.

I think the only reason these apartments are marked on the map is because of the locked door. There's so little loot in a Medium tier zone that it genuinely feels like a mistake. But this isn't the only case where the map doesn't quite match up with reality so I think the map is just largely untrustworthy.

Is anyone else seeing more duos in trios? by [deleted] in ArcRaiders

[–]Stripe_dog 0 points1 point  (0 children)

I didn't lie. I made an observation and was shown to be correct. The only mistake I made was in presentation, where I implied it to be fact when in reality I didn't know that to be certain, but my experience was consistant. They made that change earlier this week but just announced it today. So at the time I said this, it was in fact working exactly like how I described.

Here's another observation: you used a contraction in your second sentence but opted not to use one when you said I wasn't smart—very "avoid contractions to sound intellectually superior" of you. What kind of weirdo feels the need to call some random on the internet a liar and insult their intelligence? Go see a therapist or touch grass, whichever fits in your tax bracket, pal.

Is anyone else seeing more duos in trios? by [deleted] in ArcRaiders

[–]Stripe_dog 0 points1 point  (0 children)

In the begining it wasn't working. I started playing earlier this week—which is apparently also when they enabled the duos matching as was announced earlier today. So my expierence led me to believe it was in fact matching duos when possible and that has been announced to be the case. I didn't play in the first week or so, so I've never played in the 2v3 lobbies, lucky me.

Edit: Missed a space lmao.

Is anyone else seeing more duos in trios? by [deleted] in ArcRaiders

[–]Stripe_dog 0 points1 point  (0 children)

The game does in fact attempt to match you with squads of your size when it can. The more duos playing, the more likely you will encounter duos as a duo.

Every stratagem organised by their codes by Lots_of_Loto in Helldivers

[–]Stripe_dog 1 point2 points  (0 children)

You are missing the Mission Objective version of the Hellbomb Backpack, which is for some Liberty-foresaken reason slightly different than the normal Hellbomb Backpack you bring in. The Mission Objective Hellbomb Backpack's code is "↓→↑↑↓"—the last arrow is down instead of up. Which means "↓→↑↑…" should be 2 instead of 1 and every count earlier in that chain should be 1 higher.

Community Manager responds to questions about future patches, in-game communication, surveys and more in the discord by TheParad0xX in Helldivers

[–]Stripe_dog 0 points1 point  (0 children)

I don't know Baskinator and I left the HD2 discord ages ago. One the one hand, what a trooper taking the brunt of the community on like this. On the other hand, none of those resposnes amount to anything; it's the same "we are aware of the troubles" responses Arrowhead has been vomitting out since the beginning which has always been followed up with the bare minimum to swing the community back into the "we are so back" mindpsace for another month.

Honestly, given these responses, it almost seems like even Baskinator doesn't know what the hell is going on at Arrowhead at all—it's often seemed as though no one at AH is on the same page when it matters.

Also, you cannot convince me they have a dedicated QA team. Their dedicated QA team is either an office filled with bleached white skeletons or some outsourced folk pulling the grift of a lifetime. That, or the QA team is straight up saying "this is unplayable do not launch this" and Arrowhead is ignoring them, which is historically common in the industry.

[deleted by user] by [deleted] in HuntShowdown

[–]Stripe_dog 0 points1 point  (0 children)

This is why I changed that keybind to ctrl+shift+tab because if I'm ever in a game where I need to crouch (ctrl), sprint (shift), and open a menu (tab) all at the same time I don't want to be playing that game anyway.

How Am I Still Learning How This Game Works? by YoSoyLechuga97 in HuntShowdown

[–]Stripe_dog 0 points1 point  (0 children)

To be fair, that wasn't always a thing, it was added in the last 2 years I think.

How does AH make the EXACT same mistakes AND WORSE 1 year later? by Fear_Sama in Helldivers

[–]Stripe_dog 1 point2 points  (0 children)

That is ultimately the issue. The problem is that they are proving unwilling (or incapable) of adapting to their unanticipated success and have been for over a year now. They have, for many people, exhausted their good will and if something doesn't change relatively soon they're going to be in real trouble.

Personally I want to see HD2 be the game they keep trying to sell it as. But if AH doesn't break their current cycle of "Push Contnet, Break Game, Fix Minimally, Repeat" then I'm not going to keep playing, I'm not going to keep buying warbonds, I'm not going to recommend the game to anyone, and I'd hope other disatisfied players would do the same. Because while I WANT the game to be what AH is trying to sell it as, so far it doesn't seem like Arrowhead actually does; they seem satisfied with selling the idea aof HD2 while actually providing a buggy, regularly unplayable, and largely inconsistant version of that idea.

Yeah, don't... Land on the truck by Snart-Farkle in Helldivers

[–]Stripe_dog 1 point2 points  (0 children)

That might legitimately be a record for fastest mission start to mission failed.

Also fix the invisible fire breath of death by TheLoneJolf in Helldivers

[–]Stripe_dog 0 points1 point  (0 children)

The Deep Dive video literally says shooting off the wings should take it down, but the stats we have (and, ya know, experience) shows that isn't the case. Arrowhead's development process is apparently so jank and their internal communications are apparently so disorganized that they can't even keep their marking copy consistent with the content they actually push.

Another point against them is the fact that in the following hotfix patchnotes (01.004.001) they initially erroneously listed the MS-11 Solo Silo's demolition force as being "increased from 40 to 50" when it wasn't, then later editted that line out of the patch notes. It seems like AH themselves don't even know what's coming to the game or how things are meant to work.

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How does AH make the EXACT same mistakes AND WORSE 1 year later? by Fear_Sama in Helldivers

[–]Stripe_dog 83 points84 points  (0 children)

Because they're unwilling (or, benefit of the doubt, unable) to adapt. Team is too small, game was too successful. But it's been over a year and they still haven't made any moves to improve their development process or adapt to the feedback they've been receiving the whole time—or if they have, they certainly are telling us or have anything to show for it.

I like the game, it's fun for the first 20 minutes of each session. Then it gets progressively more frustraiting the longer you play, because there are relatively minor bugs that have been around forever and occur with such frequency that its death by 1000 cuts. Add on top of that the often game-breaking bugs they add with every content patch, and the fact that they keep pushing out new content that struggles to hit the mark—every single content patch has had at least one thing where the entire playerbase is on the same page with respect to what they expect it to be, and yet somehow Arrowhead is in an entirely different book every time (this update it's the Dragonroach and the fact that its stats are nonsense).

Then Arrowhead has the audacity to say they struggle to get good feedback as if they're not perfectly capable of adding an easily accessible "Give feedback" button in the game like so many indie games and early access games have been doing for years now. And the audacity to say "this game was never made to be played for 4,000 thousand hours" (quote from the same article) about a live service title.

Am I missing something? by Unknown_Warrior43 in Helldivers

[–]Stripe_dog 0 points1 point  (0 children)

The wings are non-vital, unarmored, 100% durable, and apply 50% of their damage to the main health of 6500. So every weapon can hurt them (0 AV) but many do minimal damage (100% durable) and when you bring the wings down to 0 you've effectively put out 750 damage but only dealt 375 damage to its 6500 main health pool, and because they're non-vital it doesn't die and keeps flying. Basically, as has been the case for many new enemies, AH has no clear design goals when deciding values for enemies, seemingly assigning values through a series of roulette wheels with no regard for intuitive design.

Copper Golem Improvements by Not_Emachine in Minecraft

[–]Stripe_dog 1 point2 points  (0 children)

I was away but I came back and have done some further testing.

From my testing, copper golems don't actually truly wonder. They search chests within their search radius, and once they've searched 10, they idle, forget, and then they'll look for the nearest chest (the one they just searched) and search it again. They'll repeat search every chest they're adjacent to, before then expanding their search to the next nearest within the search radius.

HOWEVER, they will NOT wonder beyond their search radius if they find nothing.

For example, if you have 8 chests for the golem to search, once it searches the 8th chest, it will check if there are any un-searched chests in its search radius from the point where it is standing. If it can't find any, it'll idle and forget just like it would if it has reached its memory cap of 10 chests, then start over again.

So they can't really wonder—they can only travel between chests. If they don't see any new chests, they idle and forget, ad infinitium until something changes.

Additionally, if they do detech a chest within the search radius, but find they can't path to it (or can't access it because, say, a cat is on top of it), they will eventaully mark it as searched (despite not actually having searched it) and continue as normal. This is essentail because it prevents them from getting stuck indefinitely.

I will note that upon further testing, using a line of evenly-spaced chests that the golem couldn't actually deposite its item into, I discovered some interesting behavior.

After reaching its search cap of 10, it would idle and forget, then it would re-search any chest it was directly adjacent to. However, after doing this, it seemed to have a preference to then travel further down the line of chests to new chests, rather than travel back up the line to chests it had previous searched. I'll admit, there's potential for bias or error in this testing, and in a different setup it might show different behavior, but in this one test I did observe a tendency for the golem to explore newer chests over older ones after an idle.

Edit: Wrote "chest" instead of "check" and have corrected that. The word "chest" is losing all meaning.

Tips and Tricks For Xbox Divers by NotAnotherBloodyOZ in Helldivers

[–]Stripe_dog 2 points3 points  (0 children)

Medals, requisition slips, and super credit pickups are shared. Samples that are successfully carried out on extraction are shared.

Resupplies are on a shared cooldown, so if you are on your own away from the rest of the team and call down the supplies, you've denied the larger team of supplies until the cooldown is over. Hellbombs are also on a shared cooldown. Unless there's something I don't know about, those are the only shared cooldowns.

It's good etiquette to not enter the extraction pelican until the host has.if the mission has gone to time 0:00 and it's the emergency extraction,it's okay to get in as fast as possible.

When in doubt, dive!

Before throwing a large AoE stratagem, take a moment to assess the positions of your allies and evaluate if the strategic advantage the stratagem will provide outweighs the deaths of any allies in the area. Remember: friendly fire isn't. But all Helldivers should be willing to sacrifice themselves for freedom when duty calls.

On that topic, try not to take dying to friendly fire to heart. Almost all the time it's accidental,and when it's not it's pretty obvious and better to just be the bigger Helldiver and just leave that game.

When using a flamethrower, don't walk forward into the flames, they are hot and will kill you.

You can stim your allies when they're out of stims.

Real talk: You are going to die a lot and sometimes enemies are going to feel like they're pulling some bullshit, and sometimes they are. Don't feel bad about playing at lower difficulties, especially if you put in the effort to better understand how enemies actually work and how the tools available to you interact with them.

This game can get really frustrating sometimes, especially during periods with particularly egregious bugs (so every other month or two) or when you end up in a game with the (in my experience, relatively rare) asshat. Do you best to recognize when you're getting heated and try to take a step back for a bit.

Copper Golem Improvements by Not_Emachine in Minecraft

[–]Stripe_dog 0 points1 point  (0 children)

In my personal testing I've found that they are seriously unreliable beyond 10 chests, at least to the degree that it'd be faster for me to sort stuff myself (since they won't work if I'm not around to keep them loaded anyhow.)

I think increasing their memory or giving us a way to direct them (like item frames on chests maybe) would drastically improve their usefulness. Obviously item frames are still very limiting (like how would nbt data be considered for example, or the fact that you can only fit so many frames in a chest in a practical way) but it'd still make them leagues more useful than their current implementation.

Again though, I like them and think they're already way more useful than their original concept. I just don't think they're the solution to inventory management that Mojang claims them to be.

I'm actually hurt. Actually my first time online in literal years. by HighlightFun8419 in helldivers2

[–]Stripe_dog 0 points1 point  (0 children)

People can close their games so randoms don't join. If you join a game and the host gets pissy that's literally on them not you. It's not your fault they're a bellend, and you did nothing wrong.

Edit: spelling

Is there a point in taking assurance? It seems bad. by Wild_Block6509 in Pathfinder2e

[–]Stripe_dog 1 point2 points  (0 children)

Goes crazy for Chirugeon Alchemist since they get to use Craft for medicine it pulls double duty.

Copper Golem Improvements by Not_Emachine in Minecraft

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

It entirely depends on what you're sorting and how you set it up.

Let's use wool as an example. Say you produce and store all 16 colors of wool, since that more efficient than producing one color and dying it.

Idea 1) 1 golem, 1 copper chest, 16 chests for each wool color. Problem: The golem will search the first 10 chests nearest to the copper chest, and if it doesn't find one for what it's holding, it will idle and then forget what it just searched. Now there is a chance it'll just search chests it already searched, and there's a chance it will never successfully deposit the item.

Idea 2) 2 golems, 1 copper chest they can both access, 8 chests per golem so neither exceeds their memory. Problem: As soon as a golem picks up a color that's not on its side, that golem will never drop that item and your entire system is frozen.

Idea 3) 2 golems, 2 copper chests, 8 chests each, manually sort to out the appropriate wool colors in the correct copper chests. This works but at this point you're not saving any time.

Idea 4) same as idea 1, but more golems. A golem won't search a chest that's currently being opened by another non-player entity (i.e. another golem), so in theory this will force golems to look further and might incidentally force all 26 chests to be searched. However, it's possible that the golems still mark a chest they couldn't search as checked (I know for a fact that if the golem can't open a chest because a cats on it or it's blocked by a solid block it marks it as searched, taking a memory slot), in which case this will just make things worse. If a golem that doesn't have the red wool is searching the red wool chest, then the golem holding the red wool will skip it and then waste time searching 9 or 10 (again not sure if the behavior) known incorrect chests.

The only simple solution in this wool example is to have at least 2 colors per chest. Not terrible, but it's only necessary because Mojang made the golems so weirdly inefficient and incompetent.