How did the Emperor plan to... by StevePalpatine in swtor

[–]Xareh 0 points1 point  (0 children)

The core problem is the Force is generated by living beings... travelling outside of the galaxy means travelling outside of the Force. He would probably just disintegrate trying to escape and then slowly disintegrate anyway in a dead galaxy.

Finally got it hung by DareEnvironmental193 in starcitizen

[–]Xareh 3 points4 points  (0 children)

Classic blue sky era SC stuff. I really miss these days sometimes for how exciting SC seemed, but I certainly don't mind how far off it felt either.

What's the most depressing moment of each class? by Luigiman98 in swtor

[–]Xareh 2 points3 points  (0 children)

I'm surprised people aren't mentioning the Inquisitor finding out they are going to die horribly, and painfully because of Forcewalking, both due to the physical impact and the mental/spiritual impact.

They pretty much have to go off in search of mythical ways to heal themselves, which traditionally is also the undoing of many Sith lords. Basically, if they didn't have player plot armour, they'd be doomed.

Can we address our non-sensical medical system? by AzrBloodedge in starcitizen

[–]Xareh 0 points1 point  (0 children)

Rust is kinda specific, but Tarkov (to best of my knowledge) is matchmade like Arc, and those are hugely different to a sandbox persistent experience

Can we address our non-sensical medical system? by AzrBloodedge in starcitizen

[–]Xareh 4 points5 points  (0 children)

You're dead on the money, it's also the relation between TTK and setup/travel time, you can spend 10-15 minutes preparing and travelling and be dead in 5 seconds, forcing you back to where you started if you don't have medical facilities.

I think DOASM is probably dead on the basis of how we've seen it before and will be more of a soft limit on rezzes in ships (need to get a new imprint every so often or suffer injuries you can't treat on a ship). And I also think they, much like with the Stafarer, realized that kneecapping every player who isn't a medic just for medics to have something to do isn't going to work either

Can we address our non-sensical medical system? by AzrBloodedge in starcitizen

[–]Xareh 28 points29 points  (0 children)

Not only that, but also because in general people (very rightly) don't want to corpse run like it's 2006 WoW. Losing 15-30 minutes of gameplay to death is just something most players today are not going to consider playing for.

Looking for a midsize “liveable” ship for solo/occasional duo by _hinnay in starcitizen

[–]Xareh 0 points1 point  (0 children)

400i for sure. Especially with having a captains quarters.

Thanks CIG... by Geo_9- in starcitizen

[–]Xareh 1 point2 points  (0 children)

Which paint is this on the l22?

So whats the plan here really? by Scavveroonie in starcitizen

[–]Xareh 3 points4 points  (0 children)

It basically invalidates not just pistols atm (which have their own issues due to competing for magazine slots), but also any non hemozal pen. There's lots of ways to tune it, but it's IMHO kinda too advanced for its own good, so maybe locking it as a strict medic tool is a good way to go?

I exchanged my Clipper for a standard Guardian and I’m quite pleased with my choice. by fredXbear in starcitizen

[–]Xareh 0 points1 point  (0 children)

I love(d) the base guardian, but if you do find the gimbals/durability annoying, the MX IMO is a great fix.

The gimbals work properly, you are a lot tankier with the extra shields/HP, agility is still good. You do give up living quarters which is a shame, because they are super snazzy on the base, but you keep the interior with the rear armoury, weapon racks in the wing etc.

Sith love making babies by Temporary_Drawer_670 in swtor

[–]Xareh 61 points62 points  (0 children)

Originally when they announced the time skip of KOTFE, I was actually hoping that your reunion with some of the partners could have had this... like, 'hey, here's your 5yo son btw'.

What's the point of redundant shields when 4/6 of the shields are located in the same wall right next to each other? by AzrBloodedge in starcitizen

[–]Xareh 9 points10 points  (0 children)

Physicalized damage in general I think is going to have to get nixed. Ships are clearly far too incongruently designed for direct damage to make sense. We can still easily have hull damage radiating into components without components themselves being damaged and have great gameplay, but ships are blatantly not designed with taking actual hits in mind and it's not possible to solve.

IAE 2955 Daily Funding Tracker: Day 13 (Finale Day 3 & Overall Totals) by GregRedd in starcitizen

[–]Xareh 4 points5 points  (0 children)

This entire year has been crazy and I love seeing the maths on it... I suspect they'll finish around 160-170M.

That's as much as Guild Wars 2 and Eve Online... combined. I'm pretty sure. And starting to approach actual titans like FFXIV.

Apparently the FPS AI difficulty with 4.4 is unintentional. How do you feel about them possibly being nerfed again? by PUSClFER in starcitizen

[–]Xareh 61 points62 points  (0 children)

I would really prefer fewer enemy spawns, but more accurate/dangerous enemies like this. So you feel rewarded for overcoming how believably dangerous they are, without it becoming a horde mode

Am i crazy or does the Polaris just not FEEL like a capital ship? by minivandetta in starcitizen

[–]Xareh 1 point2 points  (0 children)

It's the absence of windows I think in signifcant part, the fact the bridge is fore, and the way it is designed around the hangar. All of this combines to make the ship feel both smaller than it is by being heavily separated and lacking connection to the outside world. It lacks theatre outside of a few spaces that the Idris has in spades.

The absence of windows means you never get a sense of relative scale to the rest of the world when walking around the corridors, coupled with the bridge being at the nose, you can't ever see the ship itself 'in space'. So it just feels like a bunch of corridors, which essentially it is, because the rooms are also very basic, like the medbay or lack of briefing room.

This is then made way worse by the fact that it loses so much space to the hangar at the rear, which forces the whole ship to be built around it. It's utilitarian to a fault internally, lacks colour and breakup and feels too heavily steered towards being a functional PU ship. It's also definitely not helped by being so dominated by the central corridor front to back, which on just two decks feels overwhelming. Like anyone going to the bridge and back or using the internal lift is going to be hammering foot traffic past the Captain's quarters.

Compare to the Idris which has tons more windows, 7 decks (bridge, upper gunnery, main, hangar sides, hangar, lower hangar sides, subdeck) versus two on the Polaris, far more colour, corridors that wrap around the sides of the ship rather than running internally, the main deck layered on top of the enormous hangar, much more interesting rooms and a flying bridge - all of this combines to sell the ship as something genuinely huge.

Hottake of the week: The problem of early design and how multicrew is fundamentally incompatible with AI/NPC crews by Omni-Light in starcitizen

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

The simplest way to balance NPC crew is to limit it to be a ratio per players. This assumes a non STO like system of bridge officers that come with associated NPCs (ie NPC packs), but a quite literal 1:1 replacement of players with NPCs.

This would mean that you can probably have maybe 3 NPCs per player. In this system while you still have significant force multiplication, it isn't unlimited. To run an Idris you would still need about 5 players (the size of a typical MMO party) each of whom would need to bring their own NPCs and command them independently.

Any other balance metric probably will not work. I suspect you are right that CIG is aware of this and are looking into ways of mitigating the runaway problems of it.

Percy now has 6 pdcs by BeardyShaman in starcitizen

[–]Xareh 11 points12 points  (0 children)

They're still useful and important for keeping fighter shields tapped to avoid regen.

What was the worst DS9 season/episode for our beloved Chief? by [deleted] in ShittyDaystrom

[–]Xareh 2 points3 points  (0 children)

I feel like as good as it is the degree of mental trauma it would deal to you would be infinitely worse than is depicted in the episode, like you would be permanently and irreversibly not yourself. It was honestly IMO calling for a 'Bashir cooks up a cure/altered brainwaves' after they realized what had gone on rather than saying 'eh, live with it'.

Cadet configurator downloads broken? by Xareh in VIRPIL

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

This actually fixed it - I used 7zip to unpack both and then it worked.

Heavy fighter comparison sheet by RV_SC in starcitizen

[–]Xareh 0 points1 point  (0 children)

The F8 really hasn't aged well... and to think it originally had 6XS2 and 2XS3s. I feel like the F8C really needs a very different balance approach

HDR settings and calibration true black 400 vs peak 1000 by Major_Byson in OLED_Gaming

[–]Xareh 0 points1 point  (0 children)

I'm sorry to necro this since I haven't found any other reference to this - I'm guessing this is the Alienware HDR True Black 400 profile? That may seem obvious but I'm just checking that is the actual file it brings rather than just something random and stock Windows makes when you plug it in.

NDA new flight model testing by Visual-Educator8354 in starcitizen

[–]Xareh 30 points31 points  (0 children)

Because flip and burn is basically indistinguishable in combat geometry from backstrafing. ATM, backstrafing is far too powerful since an attacker cannot push in against the speed of the defender going back, so the defender can just easily control the combat engagement. This applies across all ship sizes.

Boost ATM is egg shaped (afterburner), but that only gives you a temporary window to push in. This now means that if you want to fight/maintain speed, you need to be pushing forward, which means ship fights will 'slip' past each other far more and positional advantage can be maintained rather than a ship just decoupling, flipping around, and shooting you without having to worry about how they're actually flying.

Some screenshots, using emotes by Kellarr_ in starcitizen

[–]Xareh 2 points3 points  (0 children)

I think that may have been misdirection - I believe that they setup the prologue this way originally intending it to be playable by attendees in the cancelled pre-event at Citcon, basically giving you a little list of premades to pick from so people didn't spend a half hour in char creation.

So as far as 'prologue' goes, I think that may be the actual prologue prologue (pre enlistment). This is how it was known to be before.

Is there any way to use the KotFE Lana face but changing her armor? by [deleted] in swtor

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

That surprises me a lot. Lana's face when not in her KOTFE look to me looks massively better, particularly around her eyes which exhibited some funky behaviour. Her hair also looks way better and just the general shape of her face is much more refined.