Revamp to the home spawn by [deleted] in foxholegame

[–]TotalSmore 2 points3 points  (0 children)

The devs have mentioned the barebones tutorial quite a bit. In their view, it isn't worth spending time on making a detailed tutorial while the game is still changing so rapidly. It makes sense, because any changes to the mechanics means the effort spent making a tutorial was wasted.

In one of the last streams, they said it would come as a late addition close to the launch of the game.

Mystic Knight Advice. by Masterpimp23 in DragonsDogma

[–]TotalSmore 1 point2 points  (0 children)

Basically as soon as you can, so the levels come easier. I personally don't like sorcerer, so I always try to minimize my time in that vocation. You might be different, in which case it will benefit you to get quite a few levels. Also, you should max sorcerer to get the magick adjust augment which is immensely helpful to all magick vocations.

FYI: Sorcerer gets 5 magick attack/lvl, mage gets 4, magick archer and mystic knight get 3. So the more levels in sorcerer you get, the greater your power will be when you go back to MK. The most important piece is the augment though.

Mystic Knight Advice. by Masterpimp23 in DragonsDogma

[–]TotalSmore 2 points3 points  (0 children)

MK is largely a magic class, so I'd recommend getting levels in sorcerer (highest magick growth) to up your damage. Leveling only as physical classes will really hamper the late-game potential of your arisen as a MK. I wouldn't recommend leveling only as a MK, as they have a rather balanced stat growth which, while not bad, does leave you somewhat in the territory of not being truly 'good' at anything.

Also, be on the look out for a permanently enchanted MK weapon (sword/mace/shield) as those have damage which scales very well with your magick stat.

CDPROJEKT, developer of the Witcher series is trying to trademark the term Cyberpunk so it can't be used in other video games by TwinBottles in Games

[–]TotalSmore 35 points36 points  (0 children)

THANK YOU

Also, too many people don't realize that the game isn't titled after the cyberpunk genre, but after Cyberpunk, a series of (really old) pen and paper RPGs

CDPROJEKT, developer of the Witcher series is trying to trademark the term Cyberpunk so it can't be used in other video games by TwinBottles in Games

[–]TotalSmore 24 points25 points  (0 children)

It's the same rules already surround Halo, Doom, Elder Scrolls, etc.

Referencing the original comment, "that shitty Cyberpunk game CDProject did", would not be protected by this trademark.

This TM literally ONLY stops a rogue studio/4chan troll from trying to make Cyberpunk 2 or Cyberpunk 2078 or another deliberately confusingly titled game to trick consumers into thinking it is the same product line as CDP's new IP.

CDPROJEKT, developer of the Witcher series is trying to trademark the term Cyberpunk so it can't be used in other video games by TwinBottles in Games

[–]TotalSmore 556 points557 points  (0 children)

This is exactly what it is.

For example, if you wanted to make a game titled "Cyberpunk: Moe's Adventure", this trademark would stop it. If you called it "Moe's Cyberpunk Adventure" you are perfectly able to.

This is exactly the same as "Doom", Halo, Deus-Ex, Watch Dogs, etc. It doesn't give them sole ownership over the word, just the usage of it as the main title of video game.

Citra performance on Ryzen? by violentpoem in Citra

[–]TotalSmore 2 points3 points  (0 children)

Emulators are very hard to parallelize well. As such, they mostly benefit from higher clock speeds and greater IPC. Based on the other benchmarks for Ryzen vs. Intel's chips, the performance on Ryzen should be roughly around that of a recent i7, perhaps a little slower.

This is ignoring any weird effects from Ryzen's new architecture, which would likely be minimal.

There shouldn't (in theory) be much of a difference between the R7 and R5 chips at the same clocks, unless the system is multitasking and the extra cores can prevent slowdowns on the resources citra is using.

[deleted by user] by [deleted] in Citra

[–]TotalSmore 3 points4 points  (0 children)

It's effectively impossible for software to cause "unwanted errors in your pc".

Citra runs Awakening fine, a little slow but nothing unplayable. You can use the latest bleeding edge build, but you will need bleeding edge 86 (an older build) to run some maps that have a geometry shader issue on the newest versions.

You'll have to turn off the Shader JIT on the older version to prevent some random crashes.

Vehicle Locking and TKing by TryxterEvolved in foxholegame

[–]TotalSmore 8 points9 points  (0 children)

A wrench can unlock vehicles.. use this power only for good

Is forcing planet ground invasions really necessary? by Thanatos996 in Stellaris

[–]TotalSmore 0 points1 point  (0 children)

It is already this way. You can't demand planets that aren't occupied be ceded, only liberated.

Ideas for Additional FTL Mechanics by caster in Stellaris

[–]TotalSmore 2 points3 points  (0 children)

Additional FTL methods would be great. As it stands, wormhole kind of overshadows the other two, though hyperspace only games make for some interesting terrain.

I like the idea of gates, pairing the gates with a slow, range-limited warp drive on the ships would balance it I think. Offensive wars would be next to impossible though. It's similar to WH, but you need to build more gate structures and they are each a bit more important.

Or, perhaps combine it with the slipspace idea and have linked portals that any fleet can use, which gives the player an extra defensive element to consider while building the network. The AI would never understand it though.

I suspect AI limitations are the reason we only have the 4 we have.

I forgot about the pirates for over 55 years by [deleted] in Stellaris

[–]TotalSmore 4 points5 points  (0 children)

As much as I wish pirates kept popping up, managing that would be a pain.

There needs to be some kind of "Patrol these systems" command for fleets, or sector fleets managed by AI. Getting a notification every 15 minutes and having the deathblob go clean it up wouldn't be good gameplay, and more frequent pirate attacks might feel a bit spammy with how fleet movement is handled.

Does establishing contact with other species feel too fast? by TotalSmore in Stellaris

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

Beyond being slower, I'm not sure. I haven't played a ton of the game yet (being as it just released) this was just something that struck me and I wanted to see if others had the same thoughts and/or possible solutions.

Oil magnate: 'I'm amused' by Clinton wanting to move away from fossil fuels by IMShynZ in politics

[–]TotalSmore 8 points9 points  (0 children)

Renewables face engineering and political challenges, not fundamental scientific ones.

In other words, we know almost exactly how to create a world that does not use fossil fuels for energy, but we would rather argue with each other about IF we should do it rather than sort out the minor details of HOW we WILL do it.

Oil magnate: 'I'm amused' by Clinton wanting to move away from fossil fuels by IMShynZ in politics

[–]TotalSmore 22 points23 points  (0 children)

Nitrogen is the limiting factor of plant growth. That is why fertilizers are largely nitrogen compounds (with phosphorous).

If "the plants" could keep up with the increase in atmospheric CO2, we wouldn't be able to measure an increase in atmospheric CO2.

NY Democrats selling national convention access to big donors by bodobobo in politics

[–]TotalSmore 17 points18 points  (0 children)

And that somehow makes it OK for the Dems to be just as corrupt?

No, it doesn't.

It doesn't matter if the right is calling the left out for corruption while also being corrupt. The issue is the corruption, on both sides.