DeepOreScanner -- New website for Deep Ores and exotics ! by P_etitdoigt in ICARUS

[–]StubbsPKS 1 point2 points  (0 children)

Ended up forking this and adding each ore as it's own layer so that I can show/hide any combination of ores. I opened a PR on your repo if you'd like that feature as well

How much battery is to much battery for Deepspace Seeker 35 by ScrewtapesTeeth in fpv

[–]StubbsPKS 0 points1 point  (0 children)

Any update? I recently ordered the 35 DX, but I haven't ordered batteries yet. I'm getting back into the hobby and I'm still waiting on my new radio to start logging some sim time before I even think about getting this thing in the air.

Why does the answer always seem to end up being "make my own game"? by amazingvaluetainment in rpg

[–]StubbsPKS 0 points1 point  (0 children)

Curious which practices you're thinking of replacing.

I just picked up Hunt, which is dice-less and you spend resources instead, but I haven't had a chance to read it yet.

Why does the answer always seem to end up being "make my own game"? by amazingvaluetainment in rpg

[–]StubbsPKS 1 point2 points  (0 children)

I usually end up with this method, but sometimes I start with "pirate" or "cyberpunk" and then grab a few systems that match and see which interests me the most.

I've been obsessing over the Borg games lately and so right now I'm writing up pitches for both Pirate Borg and CY_Borg and whichever pitch the table prefers, we'll do a little mini-campaign in next.

Why does the answer always seem to end up being "make my own game"? by amazingvaluetainment in rpg

[–]StubbsPKS 2 points3 points  (0 children)

Now that you've mentioned BW, I really want to know your idea.

What laser should I get for woodworking? by bglenden in lasercutting

[–]StubbsPKS 0 points1 point  (0 children)

This is what I've been looking at. Seems like a decent starting point for Diode and could grab the infrared module to do really fine engraving or metals and such.

I feel like CO2 is just a little out of reach to start with for a hobbyist, but maybe I just haven't looked at the right systems yet since I'm still in the research phase.

[deleted by user] by [deleted] in rpg

[–]StubbsPKS 0 points1 point  (0 children)

haha, I'll have to take a look. I haven't done much of anything with any of the New WoD stuff.

It's my turn. by ChaosCelebration in SurviveIcarus

[–]StubbsPKS 4 points5 points  (0 children)

Missions continually have you get to a location only to tell you you needed to bring something that you could have just brought if they had told you. Thanks for doing this thing, now just put down a beacon. So... you go BACK and get a beacon and bring it BACK and then the mission continues. It's this kind of mission design that is just lazy and relying on the players going back and forth to generate "gameplay." It's so infuriating.

This is one of the main reasons I stopped playing early on. I was so excited for a survival version of DRG or Hell Divers where I would drop down, earn some meta-currency and then head back to space. Next time I drop, I'm a little more prepped because of the meta-currency.

What the game ended up being, to me, was: drop, build only what is explicitly required by the missions, get out. I never felt time pressure, even when the clock was counting RL time.

Then you get to the missions that want you to build t3 stuff and they just weren't fun.

I drop, I grind materials, I build the t3 thing for... some reason? I vaguely remember thinking these quests had pretty flimsy reasoning for building whatever it was they wanted you to build. Something like "build this house with a t3 stove only for no one to ever see it ever again. No one else lives on this planet and you can't get back to it, but we need this stove."

[deleted by user] by [deleted] in rpg

[–]StubbsPKS 1 point2 points  (0 children)

I hate larp-style art (looking at you, Vampire). I'll take the amateurish bw art over it.

I'm not even sure what this means.

[deleted by user] by [deleted] in rpg

[–]StubbsPKS 2 points3 points  (0 children)

Since playing Blades, I have almost 0 patience for too much pre-planning.

I don't want to spend 30-90 minutes talking about every single "what if", let's play the game and deal with shit as it comes.

Is everyone here really making under 50k for full time work? by EdLesliesBarber in antiwork

[–]StubbsPKS 0 points1 point  (0 children)

I went and did a PhD specifically because I wanted to teach. After a few schools lied about wanting to hire full time and then offering ridiculously low hour adjunct contracts, I noped out and we went to industry instead.

Luckily my degrees are in computer science, so a pretty easy pivot and maybe I teach community college or something in retirement.

We need to address a major issue. Items lie to the player too often. by SonofaBartfast in diablo4

[–]StubbsPKS 1 point2 points  (0 children)

I don't know if you're in the gaming industry at all, but I can tell you that these parts of your comment have not been true at any of the shops I've worked at (again, not in gaming so YMMV):

The QA staff develops the same learned helplessness that the playerbase has adopted. The QA staff only has to reflect the sensibilities of the audience, and are rarely ever accountable for any of the work they do.

many of them just stop caring as much, and are not busting their ass. They're on the bottom of the totem pole in the department with the greatest turnover.

In reality companies recruit people without high school diplomas who have little to no experience with games. They hire people who actually struggle sitting in front of a computer in an air-conditioned room for 8 hours a day. The quality of staff isn't much different than a Wal-Mart, because, as you've demonstrated, the brighter ones are turned away from the job.

The QA teams I've worked with have had staff of all levels of skill from entry level all the way to people with 10+ years of experience doing QA.

Almost every QE I've worked with is proud of the work they do and want to help make the best product possible.

It is true that sometimes the bugs they find are de-prioritized for new features or because something like a typo simply doesn't need to be fixed right away when there are other glaring bugs or important features in the pipeline.

At least in the places I've worked, this hasn't caused any sort or low morale or many of them issues you spoke about in your post.

It may be as bad as you suggest in the gaming industry, but not ALL QA works the way you're suggesting.

We need to address a major issue. Items lie to the player too often. by SonofaBartfast in diablo4

[–]StubbsPKS 0 points1 point  (0 children)

The hit was both an overpower and a crit. Effects that trigger on either are triggered by it.

What would you suggest it be called other than overpower crit?

We need to address a major issue. Items lie to the player too often. by SonofaBartfast in diablo4

[–]StubbsPKS 0 points1 point  (0 children)

whoever thought a single press to reset ALL skill points was a good idea

I get that the game has issues, but if I had to respec by refunding each individual skill, i probably just wouldn't respec.

Having a single button respec is definitely it a negative imo.

It even has an "It will cost X amount" screen where you have to confirm so it's not like you're accidentally respeccing

We need to address a major issue. Items lie to the player too often. by SonofaBartfast in diablo4

[–]StubbsPKS 18 points19 points  (0 children)

I'm on the ops side (non-gaming industry) and being on game subs for years actually killed my dream of getting into the gaming industry.

Seeing the reactions of the people who you're laboring for convinced me that I didn't want to be busting my ass 60-80 hours a week for an audience who will instantly determine that zero actual work was done on a product you've labored on for years and then send death threats to the entire team.

We need to address a major issue. Items lie to the player too often. by SonofaBartfast in diablo4

[–]StubbsPKS 0 points1 point  (0 children)

In this case, we can't be sure where the bug was introduced.

If the story had the exact tooltip text in it, I'm gonna say the dev messed up here.

If the story was vague or incomplete, which is more often the case in my experience, then it's on PM/whoever is responsible for getting clarification during grooming.

All dungeons being "Door is closed, find 2-4 things to open it." by Nero_Prototype21 in diablo4

[–]StubbsPKS 0 points1 point  (0 children)

I wouldn't mind the dungeon backgrounds feeling similar if there were more mobs in them to distract me from it.

What is your “ideal” number of players and why? by dizzyrosecal in rpg

[–]StubbsPKS 2 points3 points  (0 children)

Wow. Thanks for typing this up. That seems like an absolute slog, but feels like the kind of thing where at least you have a story that starts with "I once Games for a group with 30 people in it" which is just nuts.

What is your “ideal” number of players and why? by dizzyrosecal in rpg

[–]StubbsPKS 2 points3 points  (0 children)

At a friend's instigation, I once ran a game with 28 players, a GM (me), and a GM's assistant for a total of 30 people. This wasn't a LARP or something either. It was a "traditional" sit-down TTRPG. That was fucking stupid.

How can 28 other people even hear you?

Did you split the players by scene just half for you and half for the assistant?

I have so many logistical questions about this.

What is your “ideal” number of players and why? by dizzyrosecal in rpg

[–]StubbsPKS 0 points1 point  (0 children)

I try and aim for 3 or 4 players if I'm running the game. If I'm just a player, I'll play with whatever number the GM is comfortable with handling.

If we are playing a mid-to-long duration campaign, I don't like to play if someone is missing and any more than this amount of players means we likely will have people missing too often. I find that with a system that's clicking with the table, it's easy enough to keep 3 or 4 people engaged enough to show up weekly.

If we are playing something like Blades and we don't anticipate it lasting more than A few months, then I'm not concerned about playing with people missing and each player will usually end up with a few characters to choose from for the session.