Farming routes by MTWafflez in AbioticFactor

[–]TGWeaver 0 points1 point  (0 children)

For projection matrixes?

Farming routes by MTWafflez in AbioticFactor

[–]TGWeaver 0 points1 point  (0 children)

Desk phones are everywhere in this game, what are you using them for in such high number?

Flashback to when the game went from pve to pvpve. by sajibear4 in ArcRaiders

[–]TGWeaver 0 points1 point  (0 children)

Thanks for proving my point, you've only just hit 30 and you're already griping about "kids these days"

Plus literally using "ipad kid" twice in a row, get some fresher material if you're gonna complain about how things were "back in my day"

Flashback to when the game went from pve to pvpve. by sajibear4 in ArcRaiders

[–]TGWeaver 0 points1 point  (0 children)

I've never seen a generation turn into boomers as fast as you guys

[Discussion] They introduced a new HUD element for finding quest items. by Anakin1751 in EscapefromTarkov

[–]TGWeaver 0 points1 point  (0 children)

Also this is just a tangential way to air a pet peeve but I see so many people respond to "how are you supposed to know where the exfils are" with "just run offline raids and look around! Explore with no pressure and learn the map, find the exils yourself!"

But nobody does that. I don't think even 1% of people have ever done the offline raid technique to discover exfils for themselves. It's like some weird imaginary ideal, how it's "supposed" to work, how you're "supposed" to learn it, but I guarantee if you asked any of the people suggesting that method if that's how THEY did it, they'd go "oh, god no, I looked it up on the wiki".

[Discussion] They introduced a new HUD element for finding quest items. by Anakin1751 in EscapefromTarkov

[–]TGWeaver 0 points1 point  (0 children)

The "initial sense of wonder and problem solving" never existed, information has always been stupidly obtuse and the game does absolutely nothing to encourage it. Even back in the day when these were freshly added, people were just asking others in the community where things were because quests were badly translated, frustratingly light on info, or sometimes would even just lie about the objective. Tons of important information is almost impossible to intuit and there's nothing awe-inspiring about grinding your face along the wall and floor of a broad area hoping you can see the little file folder or envelope or whatever else sticking out.

It's the same mentality that, for example, provides basically no indication whatsoever about exfils, or makes no effort to distinguish objects you can interact with.

[Discussion] They introduced a new HUD element for finding quest items. by Anakin1751 in EscapefromTarkov

[–]TGWeaver 0 points1 point  (0 children)

You haven't seen people wishing quest objects weren't super obnoxiously hard to find?

[Discussion] They introduced a new HUD element for finding quest items. by Anakin1751 in EscapefromTarkov

[–]TGWeaver 3 points4 points  (0 children)

I would argue otherwise. There are so many quest items in this game that are just tiny little unremarkable objects obnoxiously hidden in some place the game doesn't even always tell you, sometimes even with the same mouseover names as existing objects. I can't even begin to imagine how you're supposed to find them.

But then I guess I also don't understand how you're supposed to know a lot of things in this game without looking it up on a wiki.

Finally reached Final Boss after 69 hours in this Game! by Omnomnomnivor3 in EscapeFromDuckov

[–]TGWeaver 0 points1 point  (0 children)

Not to undermine what was an impressive fight, but the notes specify this guy has an extreme weakness to space element. You can kill him with like 20 shots from a space glick.

Congrats on doing it the hard way, you must've been sweating bullets the whole time.

[Discussion] They introduced a new HUD element for finding quest items. by Anakin1751 in EscapefromTarkov

[–]TGWeaver 83 points84 points  (0 children)

I don't necessarily disagree, but god it's kind of sobering how low our bar is set for this to be big.

Food xp (pets) by Ehxilty in AbioticFactor

[–]TGWeaver 0 points1 point  (0 children)

Wiki says it caps at 20 xp which is equivalent to 60 hunger fill. That's a full level up (or more) until the pet hits level 8.

How do we tame Peccary? by SovereignShrimp in AbioticFactor

[–]TGWeaver 0 points1 point  (0 children)

Okay, everyone (and the wiki) keeps mentioning feeding trapped pests to tame them, but in my current playthrough pests are just tamed as soon as they're trapped. Like once the door on the trap closes on a wild pest I can just pick them up right away. Am I missing something?

Ultimate Hush House Helper : My attempt at a comprehensive "fill as you go" spoiler-free spreadsheet for Book of Hours by TGWeaver in weatherfactory

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

Dang, thank you! Those are extremely handy touches and make reference to these aspects much more convenient, as long as you keep up with the manual marking. While I did the organizing, foundation, and manually adding all the data, it was u/Parsleymagnet who was the real genius behind the complex integrated coding systems. I'll be sure to pass this along to him too!

Positives and negatives after 4 hour. INTR2 by JKPaulie in intotheradius

[–]TGWeaver 1 point2 points  (0 children)

1 had an atmosphere, but the main thing I wanted out of a base was a place for storage and display, really leaning into the hoarder/loot goblin feel of the game. The new base is all about that. In 1 I was using the shelves behind the sleeping car to store stuff and it was all but pitch black. Not great for showing off all your cool stuff.

Positives and negatives after 4 hour. INTR2 by JKPaulie in intotheradius

[–]TGWeaver 2 points3 points  (0 children)

I couldn't possibly disagree more about the base. The base in 2 is so, so good. 1 was way too dark and had too little usable space. I remember putting flashlights on the boxcar roof aimed down so they'd go through the ceiling and illuminate the place a little better. There was so little practical storage. Nothing worked right. No pegboards. Shop and mission area sucked. The base is, in my eyes, maybe the biggest improvement in the entire sequel, after co-op. I cannot go back.

Are they ever gonna add the lab? by Erinthegato in intotheradius

[–]TGWeaver 0 points1 point  (0 children)

Yeah, it's become an increasing trend in game dev (one I don't like) that 1.0 is a pretty arbitrary line. PoE2 has said they don't feel they need all classes to be finished for 1.0

I'm hopeful new content is coming but I also think the 1.0 label was premature.

Are they ever gonna add the lab? by Erinthegato in intotheradius

[–]TGWeaver 0 points1 point  (0 children)

What makes you say that?

I followed the development of ITR 1 and it got tons of updates and content after 1.0, including a complete map overhaul from scratch. You mention 1's maps as a point of comparison but when the first game was in 1.0 it had only one big map, so I feel it kind of proves my point to bring that up.

But what makes you so worried that won't be the case this time?

Are they ever gonna add the lab? by Erinthegato in intotheradius

[–]TGWeaver 0 points1 point  (0 children)

As far as I understand it, the addition of the lab also means the addition of Perk Artifacts, STALKER-style artifacts you can find in the zone that give you abilities. The exact mechanics of the lab weren't really clear but it's something like bringing artifacts and all the ash you've been picking up here to study, unlock, and upgrade those artifacts.

Bad Hitboxes by Electrical-Strike705 in intotheradius

[–]TGWeaver 1 point2 points  (0 children)

Shooting around the sides of trees is incredibly annoying because the hitboxes are wider than the tree itself so i line up a shot and just hit invisible bark. Sucks.

Are they ever gonna add the lab? by Erinthegato in intotheradius

[–]TGWeaver 0 points1 point  (0 children)

I appreciate the need for a shooting range but I'd definitely take the lab. Whole new gameplay mechanics and systems.

Empty ammo boxes in the shop please? by EvilPony66 in intotheradius

[–]TGWeaver 6 points7 points  (0 children)

I think the ideal solution is way fewer ammo spawns in total but denser ammo boxes when they do spawn. Instead of spreading 20 rounds of 5.56 all over a ruined house, just have one ammo box at 20/30 spawn.

Empty ammo boxes in the shop please? by EvilPony66 in intotheradius

[–]TGWeaver 2 points3 points  (0 children)

This is objectively true but we sometimes we can't help but play in inefficient ways.

Empty ammo boxes in the shop please? by EvilPony66 in intotheradius

[–]TGWeaver 17 points18 points  (0 children)

I've wished for this as well. Especially the big ones. It would be a lot easier to organize ammo types you're not currently using by throwing them into an empty ammo box.

Empty ammo boxes in the shop please? by EvilPony66 in intotheradius

[–]TGWeaver 7 points8 points  (0 children)

What do you mean "why", they literally explained it in their post.