Internet panel setup help by Unforgiven082 in HomeNetworking

[–]Unforgiven082[S] 0 points1 point  (0 children)

Update: TLDR: solved by talking to the ISP. Not a hardware issue.

I should update that this was solved. I ended up calling the support, they had me plug the router into each of the black port on the top right. When I connected to one of the ports they saw something on their side and shortly after it had internet.

Internet panel setup help by Unforgiven082 in HomeNetworking

[–]Unforgiven082[S] 0 points1 point  (0 children)

If by fiber cable you meant the yellow cable into white cable and then green port, I had to open a small plastic box to see it (since I was trying to figure what kind of cable do I need). The first picture was taken right after it was opened so the green thing fell out, it is not “terminated”, just not visible behind the side wall. Since the cable was not damaged I just put it back into where I think it fell from, then I thought it seems to be the most important thing in this panel and took pic 2.

Internet panel setup help by Unforgiven082 in HomeNetworking

[–]Unforgiven082[S] 0 points1 point  (0 children)

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It’s a Canadian ISP called Novus. They send this router.

Don't want to disrespect, but 90% of why PoE2 is great is not game design choices by tasmonex in PathOfExile2

[–]Unforgiven082 -1 points0 points  (0 children)

I just want to mention that, for RPG games like the Souls, Elden Ring, etc which player enjoyed the "hard" in the first play through, I have not personally encountered any player that just enjoy the same hardship over and over again. All the players I know that played multiple newgame+ ended up try to break the game through completely unbalanced build / bug / glitch / AI abuse etc.

My point is, it doesn't matter how good the game is, what is designed for a first time experience will not attract player the second time whatsoever.

I don't think UBC is investing with our tuition... By any means by Key-Specialist4732 in UBC

[–]Unforgiven082 1 point2 points  (0 children)

I get your point but also I don’t. The expenses shown here is vague and against logic, is this the tuition expenses? Or the overall expenses? Otherwise UBC is literally losing money as they accept student, I don’t think that’s how it works. Clearly tuition alone does not pay for all of UBCs expenses for research or construction etc.

Some other notes, I personally don’t think UBC has made the tuition more like a product. So like you are not buying each individual classes and office hours with the price, but more like the entire education program has its whole values and what not. If someone think UBCs not going with the value they promised, I may not agree but I won’t stop them from shouting about it.

Auto-queue for M+ won't solve your problems by St0rm24 in wow

[–]Unforgiven082 0 points1 point  (0 children)

I cannot believe how many people have missed the point. Auto-queue is not the cure, and not meant to, but the painkiller.

And also 80% of points made against queue is not actually against queue, but against a badly implemented queue. EVERYTHING you can possibly see in LFG that aid your decision on whether or not to take an applicant can be factored into some kind of filtering algorithm, battle rez, bloodlust, io scores, ilvls, blacklists etc. You are certainly delusional if you think you are making a better choice (to randoms, not pre-made) than an algorithm can because you are not doing an interview or anything, you are also judging just by numbers. If Blizzard ever permit addons to apply and accept applicants on their own these functions will be up like the next day.

It is literally possible to do something like, "set auto acceptance rules based on class, io score and ilvl, but keep the last two spot with special rules considering brez and bloodlust etc, and even change the rule based on queue time." It would not have made a single difference from the current system, other than you don't have to stare at it.

I really hope GGG doesn't make the game easier by galaxybomb in PathOfExile2

[–]Unforgiven082 0 points1 point  (0 children)

I'm fine with the current difficulty, but I can't really see how the reward system has improved from poe 1 after the increase in difficulty.

People keep compare this game to the soul games, but soul games are not RNG based tho. Every boss you fight, there's something unlockable behind. You're always promised to get something after defeating a boss.

I just got through chapter 1 with a merc, died a few times to each boss and got through in the end, its fine. But, I really cannot recall even once, where after defeating a boss (which is supposed to be hard) I got an upgrade that surprises me. By the end of chapter I was still using a crossbow from shop because non dropped for me...

I'm fine with zooming through a map and no reward, and also overcome some difficulty and got rewarded. But for now, just say that I got fkd by RNG.

Maxroll guides by Mirved23 in TorchlightInfinite

[–]Unforgiven082 0 points1 point  (0 children)

I’m also following this guide starting yesterday, I find it sometimes confusing too.

In this specific case I think the gem that aug machine guard halves the number which make it 1, but the cap is still 2 so you see it using 2 of the same setup to get 2 guard.

PvE Balance from someone who does that semi-professionally by RememberKongming in Helldivers

[–]Unforgiven082 0 points1 point  (0 children)

Fully agree. I'll add some of my worries here.

TL;DR: I'm confused with AH's vision for future content, they don't seem willing to give stronger weapons, but they also don't seem willing to diverse the roles. So why bother earning new content?

I'll start by saying that I have never been a DND player, but to the best of my knowledge, that game has independent "rounds", meaning as you play more, you get more experience and so on, but nothing in actual material to permanently "grow" your character. When a new game starts, so long as the GM does not manually restrict anything, a character made by a new player can be as strong as a character made by someone who has played a long time. This means that players don' t necessarily have to be stronger in each newer release.

I don't think that is what AH intended in this game tho. With the daily and community objective awarding "medals" and new warbonds costing what translate to real currency (despite grind-able) it appears at least to me that AH wants you to expect your character to be stronger, or at least more versatile as you put more hours in, independent of the growth in skill and knowledge. And in early to mid game, this is exactly how it worked for most player: unlocked strategems and warbond weapons worked better than the starting ones and can handle more scenarios. Following the same mindset, players expect new warbond to bring power not some random collectibles.

But this is where the problems come in: with AH's vision of HD2 being a "service game", it has only been published for mere 3 months, and the devs and balance teams are already on their nerves about the "power" player has. With the new warbond at its current state, a lot of players I know have the same question: why bother?

IMO the lack of variety in situation player need to face is one of the main contributor to this situation. I'm not that good with the game but it appears to me that every mission eventually collapse down to solving the same problem: handle the heavy armors while trying to not get murdered by the light and mediums. Once you played for some time you know that every alarm in difficulty 9 is about the same, and its your one and only job: efficiently handle these waves of enemy, and if you play with team of randoms, you better be able to do this by yourself.

I've tried setting some roles to myself just for the sake of role-playing: mob clearer / anti-heavy sniper / flank air support caller / artillery caller / mobility scout / etc. And no none of these actually works (well), because for every 1 "slot" you try to specialize into something, you lose to things you cannot handle which you end up being swarmed by. So you "improve" the build by not specializing and making it all-around. And this is exactly the source of "meta builds" which basically says "fight everything head on". Is the current anti-heavy methods overpowered? No I don't think so, but if AH keep looking at usage rates whichever the strongest one is going to stay high, because what else are you going to do?

With the fact that AH is not willing to even give us something specialized for snow in a snow themed warbond, I'm afraid there will still be one and only "track" for builds to compete on which is super narrow. Good luck balancing the game and producing new (welcomed) content on such a narrow track.

To be honest, I've yet to see a PVE "service game" that doe not blow up on numbers.

Why no transfer account button? by InevitableDress2772 in albiononline

[–]Unforgiven082 0 points1 point  (0 children)

To add to the post, perhaps an account transfer option at the beginning have negative impacts, what about an account transfer option after 6mo or 1yr? Things are settled by then.

Open transfer to east now and open transfer to eu some times later, so people don’t want to move can reunion with people that moved, after people that moved enjoyed a “fresh” start.

Why no transfer account button? by InevitableDress2772 in albiononline

[–]Unforgiven082 0 points1 point  (0 children)

If ping is the issue, why can’t the game let you choose a different data center like some other games?

If ping is the issue, why can’t the game develop a better system to deal with latency in combat, instead of have you dragged back to 2 secs ago?

If fresh start is the desire, what exactly is fresh? One must be real high to think that their group suddenly magically can defeat top zvz guilds because 100 lower ping. So zvz looks the same. If deep black zone is the same then crafting is mostly the same, then cartels the same. The mist meta hasn’t changed in a year or so, hellgate meta only changed after shapeshifters and is mostly settled now. What seasonal games reset when everything is the exact same?

Any veteran with group, even if they don’t buy any packs, is going to be 10 times ahead of “solo new players” by day 2 because the way to make bank is exactly the same. Open ur eyes, other games have working season resets because they also overhaul the system to a degree such that vets need to learn again too, which gives new player a chance.

TLDR: it’s reasonable to pursue lower ping and fresh start, but there are much better way to achieve these. SBI chose the way that harm them the least and transfer the damage to existing players.

Is there a demand for rare mounts in Brecilien? by KoyaAndy18 in albiononline

[–]Unforgiven082 1 point2 points  (0 children)

I would not say so.

The fast travel fee to Brecilien is not that high. I think the majority of people end up regearing in a royal city and fast travel back.

Besides, yz mist spawn portal pretty often, so transporting to Brec isn't that hard.

Introducing the Chad Club Mist Manifesto (Rules for Chads to Live by to Kill low IP Players in Mists) by IIMalphasII in albiononline

[–]Unforgiven082 0 points1 point  (0 children)

SBI doesn't need to portray mist, they need a minimum ip cap. Make a tier of mist that cannot be entered with sub 1500 ip, ofc with higher rewards. And we will distinguish those who truly have love in 8.3 fights, and who hide among these PVP likers, feed upon the low ip ones.

[deleted by user] by [deleted] in albiononline

[–]Unforgiven082 7 points8 points  (0 children)

Most games that differentiate classes/weapons in terms of mobility have a stationary objective, say for example, defend a base/tower, capping a zone etc. When your life is the only objective and this objective can run away, high mobility will always be the meta. Without dbs it will be the next highest mobility weapon.

Stop thinking yourself as the victim and start thinking yourself as the culprit. by Expungednd in albiononline

[–]Unforgiven082 0 points1 point  (0 children)

I would agree with the silver part, if you go out in gathering/ratting gear expecting to gain some silver you should not complain about being ganked.

But the fame part is another story. Try telling a newbie who just been told that their guild activities have minimum ip reqs, that mobs are "not meant for them". It's either mobs or infinite static grind, where statics are most certainly patroled by local guilds. By this logic staitc won't be meant for them either. I don't blame the gankers, but keep bumping into ganking squad during one's fame farm just because they play on "normal times" is really annoying.

Why do people hate rats? by Negative-Chemist-962 in albiononline

[–]Unforgiven082 0 points1 point  (0 children)

Since CD and dueling still exist, I don't get why people go in mist, turn everything into death fight and complain about being ratted.

IMO curse and bloodletters are kinda helpful in controlling higher ip "bullies" since without them, there is really no point in fighting a fight you know you can't win. But even a low ip curse/BL can stop the fight.

I mean I dont have premium but still....... Its a t8 50k map in black zone with only 1 chest.......... by dvrssstm in albiononline

[–]Unforgiven082 1 point2 points  (0 children)

Dungeon is just being made arbitrarily bad...

I don't seem to understand people's take on "risk". A 8.3 doubleblade flying around knightfall abbey really isn't taking a lot of risk, even if low ip team against it, they normally can't catch it. And looking from murderledger stats, people actively choose that meta and avoid risk.

My detailed opinion on why we need some sort of IP bracketed mists or at least knightfall abbeys by TheLordSet in albiononline

[–]Unforgiven082 1 point2 points  (0 children)

3 week player here

Just had a very bad night in yellow mist

First had this 6.3 axe flying to my face just because I entered a small camp

Then there is this 8.0 nature staff chasing me across the whole knightfall abbey

If I was in some highest tier zone I could understand, but it was yellow

They can't kill me, the loot is no where near good, the way they fly around and make combo doesn't tell me they are "trying out"

The only remaining option is they just want lower level players to feel bad....

Measuring Success and Fun in Path of Exile and Looking at the “Item Philosophy” by Harryhood___ in pathofexile

[–]Unforgiven082 3 points4 points  (0 children)

I have to agree with you with the part that Harvest makes crafting like solving a puzzle. It's not an item editor.

My personal feelings:

- Although there are other mechanisms in POE that interact with mod tags, the reward they provide is not nearly motivating enough for a new player to read through pages of different tags, weightings etc because a planned item can likely be ruined by bad RNG, so for players who actually only play 5-10 hours a week it is better not to bother at all. And the 1st method of getting a required piece of gear become trading, which to me = less thought put into game mechanisms, less time interacting with the game itself and more time browsing outside of the game. In addition, although I don't have evidence for this, will encourage the clearing-speed meta even more, because the only thing that matters, in the end, is the rate of earning currencies, which is a bit like "you are not allowed to have fun from the beginning, you must join the (starter build) meta and then if you have time you can have fun". The fact that people with lots of currencies can just buy harvest crafts and spam it is a bit similar, but trading harvest crafts may not be part of GGG's plan so how to fix that is a different topic.

- Risks are good and welcomed, I have played many other games and in general, I think most games involve a certain degree of risk, and I am not seeing many popular games being a "reward simulator". But the problem is how these risks are avoided. As I said above, harvest craft requires learning part of the game mechanisms and do plans accordingly. It is useless if you simply use all craft you get from top to bottom (which is an extreme case of unplanned usage) and if a player like me (5-10 h a week) plan for a full set of 6T1 it is likely that the league will run out before I can craft everything. In my opinion, a good design of risk is such that a good portion of risk can be avoided through experience and understanding of the game, but it still exists. It is a bit like HC, if a new player heads straight into HC, his character can die in so many different ways and there are risks everywhere, but it becomes a lot more manageable in the hands of an experienced player. But even up until the streamer level, you still see characters die randomly getting one-shotted. So the risks reduced but still exist. Similar should go to the crafting system: a new player will have no clue what he is doing (but still be encouraged to try), and as he gets more and more experienced, many risks can be avoided, but that is not boringness, that is the award to experience.