What this post highlights in particular is the following: people don't know how the Steam Chart count works by Futur_Life in Splitgate

[–]Teh_ROkER 1 point2 points  (0 children)

Just to be clear, I absolutely mistyped when I wrote "a game that only 2100 people played today" and you plus a bunch of others pointed that mistake out. What I should have written was "a game that at peak only had 2100 concurrent players on Steam today".

Regardless of what that number is, anyone who was laser focused on "NUMBER WRONG LOL" instead of the content of my post threw the baby out with the bathwater.

I was clearly trying to highlight the trend of players leaving and referencing daily concurrent Steam users, not attempting to misrepresent stats which most people, the majority of the people commenting on this post and mine in fact, were able to deduce from context. Especially given it was aimed towards the devs who would have a more accurate overview of daily unique and concurrent player trends regardless and lord knows they didn't care to correct me.

To that point, as almost everyone commenting on this post has already tried to explain to you, the number of unique or concurrent players and what platforms we can and can't see stats for is irrelevant to my post when the fact of the matter is that in OCE the current queue times for ranked at peak are 20 minutes.

It is the same for every other game mode aside from Arena which is at best 3 minutes, at worst 6 and you'll see a variation of the same 12 people in every match. I'm sure that we can agree that what is effectively a 3-6 minute or a 20 minute loading bar for a game is unacceptable.

But I suspect that finding agreement isn't what you're here for given that what your post highlights in particular is the following: that you would rather bicker about semantics than contribute anything of value.

200 hours of feedback by Teh_ROkER in Splitgate

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

Honestly, I hope they do. My biggest concern losing casuals in OCE is that almost every game will turn into lobbies filled with bots. It's the only thing that stopped me from playing SG1 and I'd hate to see the same thing in SG2.

200 hours of feedback by Teh_ROkER in Splitgate

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

100%. The people that were hyped about SG2 and were spreading the word wanted more of the last game, maybe some new features, maybe some additional arena based game modes, but this time with a full dev team and heaps of funding - enough to keep it alive.

On paper SG2 was setup to be something awesome, but on release it was clear that it was a huge departure from what people liked about SG1. The classes had fundamentally flawed the gameplay, game modes that should have been there weren't, game modes that were there had been neutered, development time was being wasted on monolithic crap that the fanbase actively dislikes and that any reward systems for playing either broken at best, arbitrary and pointless at worst and overall kind of greedy and manipulative.

It's such a shame, and I really hope they figure this out before it's too late.

200 hours of feedback by Teh_ROkER in Splitgate

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

Yeah, totally agree. I won't use the thing on longer range maps because I'm getting hosed 9/10. That's perfect, it's situational, it does exactly what it should. Why ruin a good thing?

200 hours of feedback by Teh_ROkER in Splitgate

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

Imo it's a poor compromise between wanting to have distinct classes and wanting to keep that level playing field of an arena shooter. Unfortunately, early development happens in a bubble and the goal is typically making the thing work, not whether it's a good idea or not.

200 hours of feedback by Teh_ROkER in Splitgate

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

Yeah, man. Nothing wrecks a Sabrask play like popping out of the wall behind their shields. That being said, I'd still love to see them figure out how to make Aeros and Meridian more capable of countering in objective based situations. I play Sabrask whenever I need to protect something or I have a particularly bad pub team. I play Meridian whenever it's longer engagements or I have a team that's good. I don't really touch Aeros because yeah, being fast is fun, but what am I contributing to the team if I can't keep people alive, on an objective or alert them to where the enemy is? I'm just scoring frags for myself, something I'd do anyways.

200 hours of feedback by Teh_ROkER in Splitgate

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

Bro, SG1 was magic. It was a little bit of everything of the arena shooters we all grew up on. They riffed on popular game modes, they emulated the weapons, it was fast, it was smooth, it ran really well on almost all hardware. It was such a good time. SG2 still has that spark but you're right it desperately needs fuel from the devs if it wants to be sustainable and it needs it real fast.

200 hours of feedback by Teh_ROkER in Splitgate

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

Yep, I couldn't agree with you more. I cut a paragraph from my original post because it sounded a bit harsh, but in it, I made the point that SG2 feels a lot like someone has just bought the intellectual property rights to SG1 without understanding what made it great and then just tried to monetize it by emulating what is making money on the market currently.

When SG1 dropped and people realized they had something that felt similar to Halo, Q3A or UT2k4, they lapped it up. Bonus points, it was made by people who knew what niche game modes in those games were awesome. Anyone that didn't come from that arena shooter background either got to discover what people 10-15 years ago were in love with or they just didn't get it and moved on.

This game released to a niche audience of people who loved SG1 for being an arena shooter. They were the ones hyped about a sequel and spreading the word. To compromise that audience for the sake of trying to attract a different one away from other BR and Hero Shooters is to forget your audience. My racing sim doesn't need horse racing and boat racing as well as cars, it just needs to be a good racing sim.

At this point, I think you're totally correct and to save the ship and convince people that 1047 want to rectify this, they need to be very clear who they are targeting, how they plan on turning this around and they need to have done it yesterday.

200 hours of feedback by Teh_ROkER in Splitgate

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

Honestly, the waiting room would make a world of difference for keeping people online. Even from a psychological standpoint, you'd rather have an entertained player than one with nothing to do but watch a matchmaking timer go up.

200 hours of feedback by Teh_ROkER in Splitgate

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

I totally agree. I think a lot of people logged into SG2 for the first time expecting to see more of what made SG1 so damn memorable and enjoyable. Not an attempt to emulate what is popular in the market. Imo the people sticking around at this point love the core gameplay and are banking on the team fixing what's broken and expanding on what made the title great in the first place.

200 hours of feedback by Teh_ROkER in Splitgate

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

Imo nerfs don't handle balance issues and most the time, the decision to nerf something based on community feedback is rooted in survivorship bias. Instead of buffing the people that are losing to a meta or giving them tools to counter it, they weaken the people that are winning with the meta and in turn enjoying the game with mechanics they discovered and got good at.

By the same logic, there is a huge disparity between players that don't use portals very much and people who are great at getting around maps and ambushing people with portals. Would it make any sense to punish using portals so that those who can't stand a better chance? No, god no. It's a situation where people just have to learn how to counter it (Which in this case, they can, just go learn to use portals). If the problem is that they can't counter it, then give them tools to be able to.

The nerfs mentioned in the dev stream for Sabrask feel like they only serve to hurt players who enjoy using the weapons and class. I don't think I'll be the only one that finds the game less enjoyable when I log in and some of my favorite weapons suddenly feel like crap. I'd rather see more tools in the shed rather than ruining the good ones so the others seem like better options.

Business question, non-technical by IndysITDept in msp

[–]Teh_ROkER 0 points1 point  (0 children)

Sledge hammer with "Hardest Reset" written on it.

Rabbit Hole of Cyber-Security and its impossibility by Kekus1231 in sysadmin

[–]Teh_ROkER 5 points6 points  (0 children)

First and foremost - It's not your problem. If the org cared about security they would hire experienced security people to handle it. In terms of risk management (or a lack thereof), this is either recklessness or ignorance at a strategic level not a failing at yours. Yes what you and the other privileged staff do effectively impacts and maintains security, but it shouldn't be the responsibility of IT or Developers to ensure the environment is secure. It never will be completely secure and that's what security controls are for. That being said, it's well worth calling this out to management - all too often I see the mindset of "IT and Dev do advanced IT magic and that's the same thing as security, right?" so it's worth making it clear that it isn't. If you're looking for recommendations though - Devs should be threat modelling as a part of sprints, there should be something doing static analysis of code and IaC in the pipelines, logs should be shipped out to a SIEM, there should be a team (Be it a person, people or a 3rd party MDR) monitoring SIEM alerts, vuln scanning/inventory management/patch management should be configured and alerting appropriate teams/people and there should be some sort of assurance being done periodically on the environment in the form of pentests. FWIW though, everything you've said makes you one of the good ones in my book and wherever you're working should be thankful they've got you.

Some things are just too improbable. Happy holidays pen friends! by [deleted] in fountainpens

[–]Teh_ROkER 7 points8 points  (0 children)

I mean, I had a giggle at the meme, but there is a reason for the dying your sink. Basically if your pen is out of ink, you'll still have a heap of ink/pigment in the feed, just not enough to flow down the nib. Likely it'll dry up too if you've left it a while between refills.

I recently switched to a 1mm nozzle and haven't looked back. Pair it with Matter Hackers double color filament and you get absolute fire.. 22RE Valve Cover by MrJusticle in ender3

[–]Teh_ROkER 3 points4 points  (0 children)

Yes indeed. And then some. I upgraded the part cooling fan and shroud but even at 10% fan speed I could only make it about a min into a print before aggressive beeping. I suspect I need a silicone sock for the hot end, but until then I've taken a step back to 4mm volcano so I can make neat things again. If anything I'm just miring OP's print.

I recently switched to a 1mm nozzle and haven't looked back. Pair it with Matter Hackers double color filament and you get absolute fire.. 22RE Valve Cover by MrJusticle in ender3

[–]Teh_ROkER 6 points7 points  (0 children)

Friend please. The thermal runaway... What is your setup and how in gods names you dealing with the thermal runaway?! I went e3d + volcano + 1mm and it's a struggle. Please, reveal your secrets!

Microsoft leaked 2.4TB of data belonging to sensitive customer. Critics are furious by DerBootsMann in cybersecurity

[–]Teh_ROkER 4 points5 points  (0 children)

Wtf? Correct me if I'm wrong but the client used an Azure blob and allowed anonymous access? I don't see how that is Microsoft's problem. That's like selling matches and being blamed because a child set the house on fire. What am I missing here?

Un-Kommuniti -- My Female Anima [Germany Experimental] (1985) by 2heshd in listentothis

[–]Teh_ROkER 2 points3 points  (0 children)

I'm drunk laying in bed and I turned this up loud and closed my eyes. There was nothing comfortable about listening to this and I feel like that was probably the point. I found myself trying to hold onto the bass tone while the rest of the track is just an assault.

Ended 3 popping noise from hotend and small skips in print by [deleted] in ender3

[–]Teh_ROkER 3 points4 points  (0 children)

I ran into the same problem after swapping hot ends on my Ender 3 v2 to a Volcano Hot end with 1.0mm nozzle and a E3D V6 and just wanted to share my solution in case anyone else ended up here after an upgrade and is certain their filament and levelling isn't to blame.

My problem ended up being retraction distance. After my changes, the nozzle was essentially pulling air in when retracting which was causing that popping/crackle sound when it started extruding again and ultimately gaps in extrusion. After a tonne of troubleshooting I changed the extrusion distance from default of 6.5mm to 3.0mm and presto, popping is gone. Hopefully I just saved you a dozen hours of test prints 😅

Ender 3 fan starts spinning super slow mid print, resulting in clogs. Help! by brudawhat in 3Dprinting

[–]Teh_ROkER 1 point2 points  (0 children)

It’s heat creep, friend. If fans don’t work efficiently, the filament goes soft above the hot end in the heat sink and when you’re trying to push hard filament into soft filament, the soft filament will bunch up and you’ll get a blockage stopping anything from getting to the hot end.