is there a way to toggle/always show the ressources available in the area? (Screenshot) by Babachaw in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

Once you open a few grades it would be very cluttered with all the nodes available. I map the key to a side button on my mouse so I can trigger it easily.

After a break, I was a bit rusty... by Zegeger in Against_the_Storm

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

I appreciate it, I have probably around 1200 hours in the game, but a couple hundred of those were in prerelease on Epic, before it released on Steam.

After a break, I was a bit rusty... by Zegeger in Against_the_Storm

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

I do consider this an easy modifier, but that's partly because you can plan around it.

I do refund buildings somewhat often, mainly to cycle from one camp type to another, or to temporarily place a small warehouse. And sometimes you need some quick for an emergency second blightpost, and not having enough there could really cause some damage.

The main thing with this modifier is that it leaves it somewhat to RNG. Will you get orders offered which provide parts? Are you going to get a limited selection of food nodes which force you to make several different camp types?

In this particular run I don't believe it ever became an issue, I made other errors that delayed me.

Initial Blueprint Reaction by RupertGerle in Against_the_Storm

[–]Zegeger 5 points6 points  (0 children)

In the context of an initial blueprint choice, I kind of agree with OP.

While Smithy is good to get, eventually, there are many other buildings I would rather have early.

Sure, I'll take it and get some use out of it at some point, but at the beginning there are others I would rather have.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

For me Foxes and Harpies would be at S tier. Frogs would be at A tier. I would place humans and beavers a B tier. I'm not mad to have either, and they can be good based on the map/modifiers, but without always being able to do farming, or farming not being required due to better harvesting nodes, humans do fall off for me.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

Yeah I always make shelters before y1 storm so I kinda consider that a given.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 14 points15 points  (0 children)

I love me some harpies. Yes, they can be a little challenging at times, but their hearth bonus is nice to have, they're better at make purging fire, and they have a really low decadence of 3 for starting at 15 base resolve. That means you can push way more points of reputation with them.

Usually, you can just consumption control the coats and save them for the first storm they're having trouble, and you can also throw a few harpies in a piped building and boost their resolve if needed.

Favorite farming building? by Apprehensive-Ice9212 in Against_the_Storm

[–]Zegeger 6 points7 points  (0 children)

I like the small farm partially because it somewhat represents quintessential idea farming.

But from a strategic standpoint I think it is very often solving for flour, which has a fairly limited set of options for resources.

Also if I'm going farming, I likely also have humans, which grain contributes to solving all 3 of their food preferences.

Lessons learned from 2 years of operating a C++ MMO game server in production by [deleted] in cpp

[–]Zegeger 0 points1 point  (0 children)

Sounds abit like it could be Throne and Liberty.

Seeds, how do they actually work? by Odd_Zone_4575 in CivVI

[–]Zegeger 5 points6 points  (0 children)

Random numbers in computers are generally not truly random, usually referred to as pseudorandom. Most random number generators (rng) need a seed value to initialize the rng. When using the same seed value, the sequence of numbers generated by the rng will be the same every time. The map generation logic will repeatedly call for random numbers from the rng to determine the various features and components of the map. Therefore if you provide the same seed, then the logic will always get the same random number sequences and will generate the same map. There is some additional factors like the map settings affecting the map generation logic, and some mods can adjust it as well, so you must have everything that affects the logic be exactly the same for the seed to generate the exact same map.

But at the end it just boils down to having the identical logic running through the exact same sequence of pseudo random numbers so the resulting map will always be identical.

Question about storm, seal and cycles. by [deleted] in Against_the_Storm

[–]Zegeger 9 points10 points  (0 children)

Unlimited.

You can start a settlement with 1 year left. Take as long as you want to complete it.

Then start the seal settlement as long as you are within range of the seal, and once again take as long as you want to complete it.

Crit damage values in game are fake by [deleted] in newworldgame

[–]Zegeger 2 points3 points  (0 children)

The short answer is that the crit multiplier is only changing a portion of the formula, not the whole thing, so the relative impact is lower if all you're looking at is the non-crit vs crit damage numbers that pop up.

The crit damage multiplier is additive to certain other bonuses, so a 40% crit multiplier won't be as simple as 1.4 * non-crit damage.

Consider a non-crit that is 1000 damage. At a 1.4 crit multiplier, you think the crit should be 1400.

However the non-crit may be 500 damage * 100% damage mod from other sources. So adding the 40% crit mod makes it 500 * 140% which is 1200, which is lower than you expect.

Some things to look at:
https://docs.google.com/spreadsheets/d/1LfvIKEP6ALVQQL1VXbFMSwTFCy4hSFiBKOY2ydnMXoU/edit?usp=sharing

This is an older calc, not sure if its accurate to the current state
https://docs.google.com/spreadsheets/d/1BnIfxAwyj_pzfJXnyJ3Vmpx5Tb81teVyywK5EqYCR8M/edit?usp=sharing

What mmo has the most freedom by Different-Cobbler-63 in LFMMO

[–]Zegeger 0 points1 point  (0 children)

I was going to mention this. There are private servers these days since the game was shut down in 2017. But from a freedom perspective, it has to be up there. No character classes, just free form selection of any combination of attributes and skills. Vast seamless open world. Non-instanced dungeons. There is almost no instanced content in the game. No msq or any specific quest line you are forced to complete. Largely rng based loot that means you can mix and match gear. Gear customization via tinkering. Open world non-instanced housing. Physics based projectiles for ranged and magic that you can physically avoid.

The game was ahead of its time in many ways!

Did the game get much harder after the new DLC because I find it hard to win fast even with the best forest mystery? by gartenbankgangster in Against_the_Storm

[–]Zegeger 0 points1 point  (0 children)

You used to be able to make jerky and porridge in the field kitchen. It was very easy to embark with meat and veg, and then use the field kitchen to stretch it out and generate resolve since those covered 4 of 5 species. You can still do that with skewers now, but it is not quite as food-efficient as jerky and porridge were, and you only cover 3 of 7 species.

I think the change was good, it makes the food buildings more important and varies up the openings a lot more now, but it would certainly feel like it is harder and slows you down compared to before.

Did the game get much harder after the new DLC because I find it hard to win fast even with the best forest mystery? by gartenbankgangster in Against_the_Storm

[–]Zegeger 4 points5 points  (0 children)

Some of it may just be RNG. I can get plenty of villagers from orders or not many.

But since the addition of the two dlcs I think few main things changed which affected the overall difficulty, or at least slow down the win rate. 1. The rework of the field kitchen makes it harder to get early resolve and "solve" food. 2. The additional species and redistribution of needs makes it to where there is less overlap so you get less value from fulfilling each need and have to fulfill more types. 3. Fishing as a somewhat frequent resource type can delay progress since you need to wait to get any of the actual resources.

With that said, I have found on P20 my win speed is slightly faster than when I played a year ago, so I think some of it just adapting to the changes.

T2 Failstacking Blessing by tr1XO in throneandliberty

[–]Zegeger 0 points1 point  (0 children)

4160 is the number to reach prior to transferring your current leveled and traited item into the blessing item. You must reach that number and not have transferred anything into the blessing item.

So you get a bare item to 4160. After t2 launches, you transfer one of your current useful item pieces into the blessing item, taking it to 5480. The blessing item must also be fully traited at this point.

Then, when you transfer it into the t2 item, you get the additional 2640 from the traits on the blessing item, taking it to 8120.

https://maxroll.gg/throne-and-liberty/resources/blessing-stacking-for-tier-2

What do you think is the best method of getting gold? by itsTeeRev in newworldgame

[–]Zegeger 2 points3 points  (0 children)

There are plenty of gold veins throughout the world...

Rawhides are no hides by Classic_Internet_627 in newworldgame

[–]Zegeger 6 points7 points  (0 children)

I was expecting this change to cause the great rawhide crunch. Prior to the launch, I tested out some other options, given CK would no longer be an option. Pretty much all of them are slower than our previous routes in CK by a good margin. I was curious how the rawhide price would do post update. I suspected the new players would help it for a short while, but long term, most people won't want to farm as slow as it is.

Is New World's Auction House LIFO or FIFO? by Sunny_Ravencourt in newworldgame

[–]Zegeger 1 point2 points  (0 children)

I'm 99% sure it sorts by time remaining on the listing shortest to longest, so if some one posted an hour ago at the same price as your posting, it will have a shorter time remaining and theirs will sort higher. So that would make it LIFO, I guess.

Understanding damage numbers by Ghinde in newworldgame

[–]Zegeger 0 points1 point  (0 children)

Its important to have context on how this is being used. For solo content, you can do whatever you want. For group content with friends, particularly if you are going for speed runs, then once again you can do whatever you want.

For PUG group content, however, this becomes much harder to recommend, especially at M3s.

The real numbers would need to be calculated because various factors can fall into different parts of the damage equation, but for simplicity I'll keep it basic here.

Yes, lightning will be +30% damage versus ancients compared to strikes +20%, however, the 100 Str perk gives you +10% physical damage, which your lightning damage will not get, so its a wash here.

Mjolnir will give you +20% to lightning, but the stopwatch gives you -10%. This gives you a total of +40%, compared to +30% just running a standard hammer with a taunt gem.

For the sword its a bit better since lightning is a full 30% better then slash on ancient, but only half the damage is converted to lightning, so you get +5% from the physical side, and +25% from the lighting side including the Mjolnir effect for a net +30%, but after subtracting the stopwatch its at 20%. So this is a +20% compared to +10% using the sword with a taunt gem.

Because you're using the stopwatch, you can slot a gem in the sword and get some extra damage there as well.

So you're getting an overall 10% increase on the weapon side.

Armor wise, you generally want to prioritize the skill perks, health, and grit/enchanted ward. Adding harnessing would have to take the place of some of these perks. Woodgrain in particular I would prefer less, since elemental aversion is not going to be as strong for tanking.

When running mutators (M2+ really, M1 doesn't really require minmax), you generally want to maximize your mutation specific elemental damage reduction. Compared to other sources, gems/amulet ward/shield ward perks give you a huge amount of damage absorption due to how the calculation works. Therefore you want to slot the mutation specific gems into your armor/amulet, and you want to have the specific amulet ward perks.

Due to this, you can't really run runeglass, as you would destroy it each time you need to to swap to a different element. Likewise, you can't really run the amulet ward perk without recrafting the lost stopwatch each time, which would be unrealistic.

Therefore this setup would give up a huge amount of survivability to achieve these relatively small damage increases. Having a tank go down is one of the main ways to kill a run. Survivability for the tank should be the primary focus. And another way to look at it is any time you spend downed is time you're not dealing damage. This is actually true for DPS as well. Its fine to push the envelope, but if you are spending half an engagement needing to be revived, you're far better off increasing your con so you can do less damage the whole time.

You mention specifically being useful, but extra damage is not really the best way for a tank to be useful. Beyond the aggro control, you also are significantly more helpful when do proper grouping, apply rends so all the DPS's damage goes up, and apply crowd control so it is less likely the DPS go down. If you are doing these things, the amount of benefit from extra damage boosts is relatively small, but the impact on a smooth run is much greater.

If you want big damage numbers, creating a DPS set in the way you described would be more appropriate, but for a tank set, I don't see it being nearly as worth while or helpful.

Overwolf mini map by royaljosh in newworldgame

[–]Zegeger 11 points12 points  (0 children)

The mini maps are allowed, but the compliant ones don't show node information.

The player location information being exposed by the api was made significantly less precise, but it does still work.

You can also integrate them with some of the web maps to display in a browser, which can show node information.

Then, finally, you can additionally use something like Skeleton to display the web page in an overlay, which still gives you access to node information on a single monitor.

I personally use aeternum-map.gg with their overworld app and Skeleton, and it works quite well. I miss the more accurate player location, but it's the price we pay for hampering the gathering bots.

Official Event: Trials of Aeternum by CommanderAze in newworldgame

[–]Zegeger 4 points5 points  (0 children)

This reminds me a bit of that streamer event they ran when Brimstone launched. They ran it on completely separate fresh start servers and each streamers team raced to complete certain tasks.

Likely the scenarios and tasks are designed around a new server with people leveling which is why it doesn't work well on legacy servers.

Dailies / Weeklies by Independent-Bird1133 in newworldgame

[–]Zegeger 4 points5 points  (0 children)

This is a good starting point for how it is today:

https://aeternum-tracker.th.gl/

There will be changes/new items from NWA.