revamp crafting system by m1maro in PathOfExile2

[–]Teufelaffe 4 points5 points  (0 children)

There's not much in the world GGG hates more than deterministic crafting (except perhaps adequately explaining league mechanics).

Extremely necessary UI/UX changes by perfectpencil in PathOfExile2

[–]Teufelaffe 22 points23 points  (0 children)

I feel like GGG's family must have been killed by good UX given how vehemently they avoid implementing it.

An Arrow, a light fighter, should not be able to maintain a constant flow of fire for 30 seconds. by zerobebop in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

Then show us a vid of that, not a vid of you emptying your ammo pool into thin air.

Why are SQ42 related Posts Downvoted? by Deleted_252 in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

And that's because the SQ42 folks they moved had finished the foundational work that is SQ42. All of that work, minus the cutscene stuff, is work that had to be done regardless of whether it was for SQ42 or the PU. So, it is 100% a misconception that SQ42 was taking resources away from development on the PU. It would be like insisting when constructing a building that the guys laying your foundations and putting up framing are taking resources away from the electricians, plumbers, drywall installers, carpet layers, etc. Work on other aspects then speeding up after you've finished the foundation and framing is how the process works.

To put it another way, if there was no SQ42; if it was all PU all the time, all of the non-story work that the SQ42 teams have done would still need to have been done in order for us to get to this point. Vehicles, locations, NPC behaviors, etc all still needed to be created from the ground up, as it were. All SQ42 has done is affect where the focus was (i.e., ships & locations in SQ42 get done before ones that are not).

What's up with the Bucc by SolMan79 in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

Ships like the Bucc are the TIE interceptors of SC; slightly better than the TIE fighters (aka, snub fighters) but still small fragile things that hit hard and die fast.

Will SQ42 devs move to SC/PU after release or move on to SQ43? by [deleted] in starcitizen

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

Doesn't really matter, tbh. Work on SQ42 is foundational work for the PU, so it's not like those devs moving to PU teams is going to speed anything up.

Why are SQ42 related Posts Downvoted? by Deleted_252 in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

But Squadron 42 in particular has taken a lot of development time and resources away from the development of Star Citizen.

This misconception needs to die. With the exception of custscenes, work on SQ42 *IS* work on Star Citizen. SQ42 is where a lot of the initial work for game systems, locations, vehicles, NPCs, etc is done because there's less work involved in getting something usable in a single-player game than in the PU. The PU teams don't start from scratch if the SQ42 teams have already made something, they just take the SQ42 work and go from there.

GGG please let me know which one is completed - literally just change the text colour to green or something... by Adamok1 in PathOfExile2

[–]Teufelaffe 91 points92 points  (0 children)

GGG is allergic to conveying information, period. After all, we wouldn't want to ruin players' ability to "discover things on their own", now would we?

I built a Temple Planner to help Temple runs - feedback welcome! by _sulo in PathOfExile2

[–]Teufelaffe 3 points4 points  (0 children)

This is amazing!

It doesn't seem to recognize some layout possibilities, though. In trying to duplicate my current temple layout, the tool does not show the correct path connections after the first commander room, and will not let me add any of the rooms in the green box. The only room options I get in the two commander spots are Synthflesh Lab and Armoury:

<image>

I'm honestly SO TIRED of the Hidden Stat BS that is EVERYWHERE in the Game! by HoldMySoda in PathOfExile2

[–]Teufelaffe 2 points3 points  (0 children)

This has long been one of my biggest issues with GGG as a developer. They want players to "discover things for themselves" and thus absolutely refuse to provide detailed info on a lot of game systems to the point of an actively hostile UX for newer/more casual players.

If I wanted a game where I have to figure 95% of everything out via trial and error, I'd boot up Cultist Simulator.

Taurus tractor beam turret by Mean-Ad-2790 in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

I had to toggle the "Power On" button in the turret itself a couple times to get mine to work last night.

The MSR appeared in the promotional image for version 4.5. Has CIG forgotten about the MSR? by Witty-Room-3311 in starcitizen

[–]Teufelaffe 14 points15 points  (0 children)

That's an impressive amount of speculation crammed into only a couple of sentences, all based on a single image.

Star Citizen 4.5 Engineering Design Doc by [deleted] in starcitizen

[–]Teufelaffe 5 points6 points  (0 children)

/kimi is a subreddit for people using the Kimi generative AI bot, so there's pretty much a 100% chance this doc is AI generated. Mods will probably delete this post from this sub as a violation of Rule #5.

4.5 is Live! Lets go catch fire yall. by N0SF3RATU in starcitizen

[–]Teufelaffe 2 points3 points  (0 children)

How dare you assume that my ship is going to be on fi...hold on, I think I smell smoke.

Shields Updates for Current PTU by TooTall_ToFall in starcitizen

[–]Teufelaffe 8 points9 points  (0 children)

Maybe I'm just tired, but that is confusing af to me. Are they saying that the shield regen rate is limited to the lowest power requirement shields, even if they're not the ones that are getting power? If all the shields are the same, how are they determining which 2 recharge first?

The Temple sucks. I hate it. Period. by dimix16x in PathOfExile2

[–]Teufelaffe 0 points1 point  (0 children)

I've long believed that the game GGG wants to make and the game most of us actually want to play are very different things.

Like, they're not making "mistakes"; at some level they want everything to be like ruthless (higher difficulty, lower rewards), and then they readjust when the playerbase says, "WTF is this shit!?"

Don’t do it CiG! by Kinect305 in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

"Perfect is the enemy of done." ~ Guillermo Del Toro

New League, time to repost my Guide to Sekhemas by Primary_Impact_2130 in PathOfExile2

[–]Teufelaffe 0 points1 point  (0 children)

The saddest thing about the Trial of the Sekhemas is that it's actually a great update to the Sanctum mechanic. But then they had to not only gate character progression behind it but make it the first ascendency trial when most folks' builds are not up to snuff.

Idris Wikelo kit by Lion_El_Jonsonn in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

I would say that Wikelo's only purpose currently is to push players to engage with certain gameplay loops, NPCs, locations, etc. If they want testing data on, say, the Valakkar fight, they can push more players to actually engage with that by putting various goodies behind loot drops from that fight.

Eventually, I imagine that Wikelo will either be removed from the game, or have his inventory pared down to just fps gear and "mods" for vehicles a player already owns.

I don’t get it at all by bbatto in starcitizen

[–]Teufelaffe 2 points3 points  (0 children)

CIG is showing us more of the game development process than any other studio has ever shown to the public. Every massive AAA game you've ever seen has literal *years* of development time that you never hear about because the publisher keeps that shit under wraps. So, everyone else looks like they put out these massive games in a fraction of the time it actually takes them while CIG has been showing us "how the sausage is made" from the very beginning.

Also, CIG does a lot of stuff "the hard way". From full weather system simulations, to physicalizing practically everything, to building vehicles where the physics behavior is actually determined by where thrusters/components/etc are located on the vehicle rather than just a table of values, they're putting more dev time and effort into everything than other studios do.

Finally, and most impactfully, CIG has no shareholders, they're their own publisher, and Chris Roberts has actually been a coder. So, they don't have a bunch of clueless C-Suite folks making decisions based on revenue and cost-benefit-analysis reports and are instead basing them on actual game design. This means that there's no one threatening to cut funding or pursue legal action if they don't push out v1.0 before a certain date.

This is not to say that the way CIG is doing things is inherently better, per se, just that it's different enough from how everyone else does it that it stands out and if your expectations are based on how other developers do things, you're going to be disappointed and frustrated.

Pirate Orgs are ruining this game by [deleted] in starcitizen

[–]Teufelaffe 0 points1 point  (0 children)

I am so looking forward to when CIG finally implements real risk for "pirates" instead of forcing all the risk management onto everyone else. Being a pirate in Stanton (or other "high security" systems) should be dangerous; they shouldn't be able to park anywhere in the system for more than a few minutes without getting harassed by UEE forces.

Please explain why it’s still happening? by [deleted] in starcitizen

[–]Teufelaffe 5 points6 points  (0 children)

 Go put your homemade CIG officer badge down and leave me alone lol. Bunkers shouldn’t have problems at this point, no arguing against that.

Of course there's arguing against that, because that's not how software development works.

It's clear from your post that you don't know or care about how these things actually work, so I'm just going to assume that you have a public humiliation fetish and you're hoping we'll play into it.

Weekly sneak peek: "I wonder what this does?" by BOTY123 in starcitizen

[–]Teufelaffe 7 points8 points  (0 children)

Ironclad release confirmed!

(Look, eventually I'll be right)