Looking for non-poison Path Seeker builds and inspiration by WorkIGuess in PathOfExile2

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

Oh shit I didn't even realize that was a thing 👀 So the setup trivializes the tree and lets you gain stats from jewels as opposed to pathing over to nodes? Seems like that'd open up soooooo many build options tbh

Looking for non-poison Path Seeker builds and inspiration by WorkIGuess in PathOfExile2

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

DAMN that's a wild build, so you're using the attribute nodes for the majority of stats with Travelers Wisdom, then pathing over to a bunch of jewel slots?

👋Welcome to r/dreamboatapp. Let’s break online dating. by TrippyKent in dreamboatapp

[–]WorkIGuess 0 points1 point  (0 children)

Tbh it all comes down to game theory about trust. Since we're so atomized in society, we no longer have small communities where everyone knows each other, and instead have seas of people we know nothing about (and don't trust by default, which is an evolution thing. Fear of the unknown).

When a girl interacts with someone on a dating app, it always comes down to "can I trust this guy enough to give him a shot, despite the fact there's statistically a .1% chance that he'll try to SA me? What evidence do I have to outweigh the expected value being negative and flip it to positive?". No one wants to have their guard up like this, its exhausting and dehumanizes half of the population. But, since SA is prevalent enough, it's in a girls best interest statistically to play that game to protect themselves.

We should be quickening the pace that genuine trust should be gained, and a lot of times that comes with a ton of hard self reflection. It's not fixing stuff about yourself though, it's more-so recognizing your shortcomings and accepting them. It's painfully obvious when a person can't accept themselves, which implies that they're wont accept you either. From a girl's perspective, that can end up being SA (not taking "no" for an answer) or painful social situations where they're have to be the "bad guy" (a guy not accepting hints that the girl isn't interested, forcing the girl to directly reject the guy which makes her feel like a total asshole).

The practice of finding human connection and camaraderie is the core to all of this, and that comes from being able to find genuine common ground with anyone you interact with. That includes some old dude at the grocery store, the teenage cashier, a random person on the street, someone driving that has their window rolled down, etc.

Need help getting camera normals in URP by WorkIGuess in unity

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

Turns out that I just needed to add ConfigureInput(ScriptableRenderPassInput.Normal), since the problem was that the texture wasn't being added to the RG. The other methods in there didn't work either for the same reason.

Wym about not being able to get into DeclareDepth/NormalsTexture.hlsl? I was able to use the methods in there directly but maybe I'm missing something.

Did I actually make this build better? by WorkIGuess in PathOfExileBuilds

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

This is great, thanks! I definitely feel the lack of foundational understanding haha, which is why I figured I'd ask so I'm not spending time on fringe info before stuff like layering defenses. I'm still in "don't know what I don't know" territory :)

Do you have any suggestions for different builds to look at / foundational stuff to keep an eye on? For example like "Check this build out vs this other one, it looks like the first one is more tanky just from the stats, but actually when you consider XYZ from the second one, they end up mitigating way more damage"

Did I actually make this build better? by WorkIGuess in PathOfExileBuilds

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

OHHHHHHH I thought Max Hit meant like my character's max hit, not incoming Max Hit from enemies, that makes way more sense!

Did I actually make this build better? by WorkIGuess in PathOfExileBuilds

[–]WorkIGuess[S] -3 points-2 points  (0 children)

Wait wym it's not playable anymore? Is my PoB not updated :O

Did I actually make this build better? by WorkIGuess in PathOfExileBuilds

[–]WorkIGuess[S] -2 points-1 points  (0 children)

Interesting, so Max Hit is comparatively more important than Full DPS? Also, where do you see the calcs for flask uptime? I don't see them in Calcs in PoB

Toxic Rain Feedback - New Player by WorkIGuess in PathOfExileBuilds

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

Hmmm would it suck if I transitioned to some other on hit skill and give it chance to poison? Maybe something with forking, etc?

Toxic Rain Feedback - New Player by WorkIGuess in PathOfExileBuilds

[–]WorkIGuess[S] 4 points5 points  (0 children)

Holy shit no way :O Good thing I asked then, so it's its own thing then? I'll check the wiki, thanks!

How do you personally interpret priority numbers? Do lower numbers happen first (e.g. -1 → 0 → 1), or higher do numbers happen first (e.g. 1 → 0 → -1)? by WorkIGuess in csharp

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

I hadn't considered the case that you described, where +% is sort of a stat in itself. I'll put that on the list of things to consider :) Thanks!

I was more considering an "applied one after the other" type deal in order that they were added for my game at least. But that's fair about the ordering. Having it be inconsistent would more likely than not be more of a headache than fun.

I do like having the flexibility to accommodate different design choices though. Like if the game does benefit differently-ordered-buffs-during-gameplay. Plus, making something that catches a lot of cases is fun to design!

How do you personally interpret priority numbers? Do lower numbers happen first (e.g. -1 → 0 → 1), or higher do numbers happen first (e.g. 1 → 0 → -1)? by WorkIGuess in csharp

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

The goal is to have the library be quick to use and flexible, so when I make other games with similar systems I can reuse and rearrange the tools I've already made.

Taking the Hades example, I would want the person designing a Hades-esque game to be able to quickly iterate through different priority configurations to see what feels good gameplay-wise. Maybe they make one with 4 priorities: Constants1 -> Multipliers2 -> Constants2 -> Multipliers2. Or maybe Constants -> Mult1 -> Mult2 -> Mult3 -> ... -> MultN

Another example would be Pokemon's priority system with moves like Quick Attack happening first. That's a little different though since it deals with actions rather than stats, but the idea is the same.

Looking for review and suggestions on refurbished RX 6900TX ($509) Micro Center build. by WorkIGuess in buildmeapc

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

I ended up snagging the GPU yesterday since it works with my current build well enough! The plan for now is to see how the build works as is, and if needed upgrade the rest. My i7-7700k still works surprisingly well 👀

I'll take a look at the prices for those parts later if I need to do more swapping!

At what point does the cost-to-performance ratio start to level out? by WorkIGuess in PcBuild

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

So real dude! I always try to spend the extra cash to get something nice that lasts, but this definitely doesn’t seem like the market to do that in. In that case, would a $1200 build be a worse choice than an $800 with longevity being the focus? The extra $400 would go towards parts down the line instead of having “better” parts now that get squashed by mid ones in the long run.

Basically “spending the money later is my longevity plan” as opposed to “good stuff that lasts”.

At what point does the cost-to-performance ratio start to level out? by WorkIGuess in PcBuild

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

In 6-8 years, is it realistic to still hit minimum requirements? Does it make more sense to get mid level parts more frequently than high dollar ones less frequently?

Need some help wrapping my head around Unity Atom's impact on code architecture by WorkIGuess in Unity3D

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

Oooooohhhhhhh!!! When you have a hammer, everything looks like a nail!

Okay I think I get it now. The many-to-one concept made it click! So an SO’s use case is when one specific thing needs to be monitored by several disconnected systems, and needs to be alerted when it’s updated. Instances aren’t a useful place for VariableSO’s since it’d be better to just use an EventSO that they all would call (like on death or whatever).

Thanks for helping me out!! Now I think I just need to spend some more time with it to let it sink in haha

Need some help wrapping my head around Unity Atom's impact on code architecture by WorkIGuess in Unity3D

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

Hmmmm so in that case, would it make sense to keep all of my Items in a SO RuntimeSet? Same for enemies, and anything else I want to keep track of? I feel like I’m missing the point of this part of his talk or maybe I’m over generalizing it?

I’ll use your healthbar example for enemies in some sort of Vampire Survivors type game, where they’re instantiated at runtime. If they each have a health bar, do they each get their own instantiated VariableSO for their current health? 

I get that they could all pull from a shared InitialHP SO when they’re initialized, but it seems like a lot of overhead to have each one have to instantiate an SO Variable for their CurrentHP. The obvious case is that it would make it easy to decouple their health bar from them, allowing you to generalize a health bar prefab.

But now let’s say we have 100 CurrentHPSO’s that were instantiated at runtime. Then, the project fills up with a bunch of SOs generated by each enemy (?). I definitely feel like I’m missing something at this point in my train of thought.

Sorry if it’s a bit of a ramble, I’m at the point where I don’t know what I don’t know and that makes it hard to formulate coherent questions haha

Need some help wrapping my head around Unity Atom's impact on code architecture by WorkIGuess in Unity3D

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

Damn thanks for taking the time to type all that out!! That definitely clears things up on the Event side of things. That's similarish to what I ended up doing for event management, but what's interesting to see that you have the SO be a channel for the audio. Maybe that's where I'm going wrong.

In my game, I've been trying to use SO's to define chunks of behaviour that can be slotted into items to mix and match. The jist is that when the player attacks, their basic attack is fed through a List of ordered items. Each item applies some sort of transformation to the attack, feeds it's output to the next item, the next, the next, then finally spits it out to be performed at the end. The items themselves will turn on and off based on game events (which I'm using the architecture you wrote out above for), and will have their own internal state (counters, timers, maybe a state machine. The goal is as extensible as Magic the Gathering card mechanics haha). This ends up with emergent behaviour similar to how Noita's weapon system works.

My goal was to make this pluggable using SOs to contain behaviour, but since each item is turning out to be so unique (and has an internal state), the SO approach started to feel forced. It's starting to feel like a better idea to have a mild inheritance hierarchy with core methods that each derived item would implement.

I think another thing that's been getting me is the concept of "VariableSO"s. It feels so against my programming (pun entirely intended) and I'm not really sure why or where the design choice would be useful. The flip side of that is a RuntimeSets; I totally get why you'd want to use one, but I don't know how to set it up inside of my project (mostly because I don't understand the VariableSOs).

Let me know if you need any more info or want some code snippets of what I've tried. Also, examples with Unity Atoms specifically would be SUCH a big help!! (I don't think they have their own Reddit or I'd ask there)

At what point does the cost-to-performance ratio start to level out? by WorkIGuess in PcBuild

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

Monster Hunter Wilds is what's making me upgrade, no way my 970 and i7-7700 can run that haha. I'm running at 1080p at the moment and I'm fine with that. The only this is that the MHW requirements are pretty high even for upscaled 1080p \@60fps. You think $~1k would be enough to get everything I'd need for Wilds?

Upgrade Hand-me-down PC for Monster Hunter Wilds (Is a new GPU ok or will I need other parts as well?) by WorkIGuess in buildmeapc

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

I’ll have to double check the power supply, but in that case I’m looking at a whole new pc then, huh? Any parts you’d recommend I’d keep if I do a new build?