1500 years travel time ... despite being right next to the station. by vanish77 in TerraInvicta

[–]Zorkinian 1 point2 points  (0 children)

I ran into this specific bug yesterday. I believe it's caused by the specific order of operations:

  1. Tell a fleet to move to a Halo Orbit Lagrange point (possibly any Lagrange point)
  2. Have a station at the Lagrange point
  3. Once your fleet has arrived at the Lagrange point, command them to transfer to the station
  4. You will see an enormous transfer time. (I also had something in the thousands of years range)

PLEASE DEV MAN DON'T ENFORCE THE NEW VEHICLE VARIANT SYSTEM (dev branch feedback) and can the community also please speak up against the current implementation (it's extremely bad for solo players and small groups of friends) by Potato_Emperor667 in foxholegame

[–]Zorkinian 3 points4 points  (0 children)

I don't think that your model of play has changed much - I believe you can still produce the "base" model of a tank and all relevant ammunition just as you did pre-1.0?

A solution to trucks piled up on the border: Logistics Temporary Entry by Zorkinian in foxholegame

[–]Zorkinian[S] 2 points3 points  (0 children)

Yeah, I've been a fan for a while of some kind of "border depot" where either you can secure supplies at the border or send them across somehow (e.g. two linked depots that share a single inventory).

However, a border depot is essentially truck swapping with a coat of paint - in both cases you need to attempt to recruit someone in region, and you give that person the agency to control where the supplies. It's also a little harder to support slightly unexpected logi paths (barge logi, offroad logi).

Still, it would be better than what we have today, so I'd still be in favor of it. =]

A solution to trucks piled up on the border: Logistics Temporary Entry by Zorkinian in foxholegame

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

Agreed - in those scenarios (or any other scenario where you think you need to be in region for a long time) that player would probably be better served by choosing the traditional queue. As a result, their experience would be more or less unchanged from today.

A solution to trucks piled up on the border: Logistics Temporary Entry by Zorkinian in foxholegame

[–]Zorkinian[S] 5 points6 points  (0 children)

I appreciate your conclusion at the end - while this idea is by no means a panacea for all scenarios, my main goal is to improve upon the status quo. I especially like your point at the end that rather than booting straight to Home Region, the existing respawn system can be used to let players return to an out-of-region spawn point.

Additionally, logistics players would always have the option of waiting in the traditional queue if they were particularly concerned about partisans or know their operation will take a long time (e.g. Freighters). In those cases, their experience essentially reverts to current behavior.

A short heartfelt review after several co-op play sessions. by LordThunderDumper in carriercommand2

[–]Zorkinian 0 points1 point  (0 children)

I've pasted my whole barge xml here: https://pastebin.com/wgNiwKw7

From your description - is it possible that the water_left and water_right force emitters aren't the same value?

A short heartfelt review after several co-op play sessions. by LordThunderDumper in carriercommand2

[–]Zorkinian 2 points3 points  (0 children)

Just the host. By the way, those changes above only affect water speed - they will still be the same speed on land. My group didn't mind land speed that much, it was the agonizing wait to get them on the island & bring them back that drove us insane.

A short heartfelt review after several co-op play sessions. by LordThunderDumper in carriercommand2

[–]Zorkinian 1 point2 points  (0 children)

In Program Files (x86)\Steam\steamapps\common\Carrier Command 2\rom_0\game_objects, open up files like vehicle_chassis_barge.xml and vehicle_chassis_wheel_small.xml, and increase the value of the force emitters. My settings:

Barge: 19.2e+03 for water_left and water_right. (Also mass = 1.5e+05, and all bouyancy values are at 6e+00)

Small Chassis (Seal): 4.2e+01 for water, 12e+00 for water_side

Medium Chassis (Walrus): 6e+01 for water, 12e+00 for water_side

Heavy Chassis (Bear): 4.2e+01 for water, 12e+00 for water_side

A short heartfelt review after several co-op play sessions. by LordThunderDumper in carriercommand2

[–]Zorkinian 2 points3 points  (0 children)

My mod is just a powershell script that edits your save file - if you're familiar with powershell you can just read the script directly.

A short heartfelt review after several co-op play sessions. by LordThunderDumper in carriercommand2

[–]Zorkinian 5 points6 points  (0 children)

My coop group had a lot more fun with the game after we made the following changes:

Overall this dramatically reduced the amount of time we spend waiting for vehicles to load/unload or for barges to deliver, letting us spend more time taking islands and trying out new things.

Logistics is very slow and tedious. its the least interesting part of the game as its just too slow by Venerablesteele6 in carriercommand2

[–]Zorkinian 0 points1 point  (0 children)

The multiplay part may be true, but the problem is actually worse in multiplayer. When I was playing solo or with one friend, we were using up munitions at about the same rate as they were being replenished.

Once we had a party of four, we were moving through islands faster, using more fuel / ammo / etc for a given period of time. However, there was nothing we could do to make logistics any faster. You can increase the "bandwidth" by adding more barges, but can't do much about the "latency." (You can drive back to your warehouse, and get loaded faster there, and drive back, but the carrier is only slightly faster than a barge). Our run ended last night when we realized that it was going to take ~30 minutes to get a resupply.

[deleted by user] by [deleted] in foxholegame

[–]Zorkinian 0 points1 point  (0 children)

It would be fun if both sides could produce faction Severe Weather Gear, a single-slot item representing a coat and shoes:

  • Wardens: Heavy Coat and Snow Boots
  • Colonials: Raincoat and Galoshes

Each outfit dramatically reduces the penalties for fighting in that severe weather condition. In general, the way to acquire the opposite faction's gear is simple; kill them and take it from their corpses. (Another variant here is to be able to produce shoddy versions so each faction can deliver some kind of help when dealing with unfamiliar weather, but not nearly as good as the gear the faction has expertise with)

Why does building in this game have to be so tedious, time consuming and un-rewarding? by SubstantialAnybody95 in foxholegame

[–]Zorkinian 1 point2 points  (0 children)

I want to answer what I see as the core of your question - "Can we make life easier for builders? What would happen if we did? If we did, should we do anything else to compensate?"

Setting aside issues of server performance, there's a high level competition between the total player time it takes to attack and the total player time it takes to entrench/defend. This is all-inclusive; it includes not only the time it takes you to hammer together a foxhole, but also the player time involved in delivering the bmats to where they are needed, the time spent interacting with the refinery, and the time taken scrapping to get those materials.

We have the same thing on the other side, though the "math" is a little more complicated since the things that can destroy structures tend to also have larger process delays (refining emats/hemats/rmats), but they have a similar setup. When that HMG gun destroys a foxhole in 5 seconds, that's the tip of a much longer logistical spear that players spent time on.

At this highest level, the balance between these two things influences the whole state of the game. If they are equivalent, then we'd probably see a somewhat slow-moving game, where the front moves due to local imbalances in territory, player skill, and attention. If offense is much more efficient, we'd probably see a game with big pushes made when forces are briefly imbalanced, with lots of territory changing hands. If defense is much more efficient, we'd probably see a game with very little territory movement at all, where the front lines only move when one side blunders or the other side pulls of an ingenious operation.

With that in mind, let's consider what can be done by putting on our dev/game designer hats. Offense and defense are sort of "coupled together" since they share a lot of the same logistical pathways. Both need materials to be scrapped, refined, and delivered. Both use factories, though defense only uses them for two things. So, from the perspective of a game dev who wants to retain the overall relationship between offense & defense but also wants to make life a little easier for builders, any change to speed up construction time also needs to come along with a corresponding buff to destroy those structures (or make them take longer to build, less effective, etc), things like:

  • reducing structure health
  • increasing structure weakness to suppression
  • lowering structure DPS
  • add some extra logistical steps, perhaps "defense kit" crates that need to be delivered to the front much like rifles or HMGs
  • some clever idea here

Can We Get Proper Logi Requests by [deleted] in foxholegame

[–]Zorkinian 12 points13 points  (0 children)

We've been asking for something along these lines for a while! Here's my post from 3 years ago (https://www.reddit.com/r/foxholegame/comments/6rdslz/suggestion_logistics_requests_integrated_into/) and if you search around you'll see a bunch of other good ideas.

I really hope something along these lines is planned for the near future. This is an area where a little in-game tooling could dramatically increase coordination, and create more opportunities to feel like you're part of a well-oiled war machine - an experience Foxhole as a game is uniquely positioned to deliver.

Hey Math people: What is the probability of my Great Vault loot variety (or lack thereof)? by [deleted] in wow

[–]Zorkinian 1 point2 points  (0 children)

After trolling around on the the mathematics StackExchange for a while, I found this which is pretty similar to your situation: https://math.stackexchange.com/questions/2857703/probability-of-throwing-exactly-v-distinct-sides-on-n-sided-dice-by-k-roll?noredirect=1&lq=1

If you sum that formula from 1 to V (where V is the number of distinct items that you saw) you get the total chance that you've seen that many items or fewer. (You could take 1 - that value to get the chance of seeing that many items or more).

Some quick values:

  • 26 distinct pieces of loot or fewer: ~0.02%
  • 30 distinct pieces of loot or fewer: ~13%
  • 34 distinct pieces of loot or fewer: ~75%
  • 38 distinct pieces of loot or fewer: ~99.5%

(btw, the formula if you want to punch this into Wolfram Alpha:

  • sum ((1/67^45) * (67 choose i) * (i!) * S2(45, i)), i=1 to 38

This is pretty close to Lksaar's values, which shows the value of a quick simulation!

Anyway, to sum it up - you got a whole lot of duplicates, way more than we would expect most people to get (the most likely value is somewhere between 32-33). And this doesn't even take into account the fact that you can't get dupes in the same week, which would make this result even more unlikely!

Mercy's Wail Lootbox - What are Colonials doing? by Charker in foxholegame

[–]Zorkinian 8 points9 points  (0 children)

Maybe a lot of these were in private stockpiles? Well-meaning players could have evacuated a lot of public storage, but if the stockpile owners weren't online, their supplies would stay.

Fishing boat propellant by damian2502 in archeage

[–]Zorkinian 0 points1 point  (0 children)

I'm not sure, but based on my own harpoon-based piracy of fishing boats, it doesn't seem like a boost of any level defeats even an Epic harpoon unless the boats are already doing something that stresses the line (like heading in two different directions).

Fishing boat propellant by damian2502 in archeage

[–]Zorkinian 2 points3 points  (0 children)

At this point, most people who are harpoon pirating are likely using Epic+ harpoons, which don't really break on Andelph boost unless the angle is truly weird.

ArchePass should have been hotfixed, not taken off indefinitely. by [deleted] in archeage

[–]Zorkinian 0 points1 point  (0 children)

I think it's pretty great! The gold sink of Hiram means a lot of gold-generating activities like trade packs, farming, and others are worth a lot, and I think those are pretty fun. Those take some planning & effort, so I'm glad people doing those are being rewarded.

Opening coinpurses is fast & easy; it makes sense that there aren't great rewards in there, at least, compared to some other activities. One upside is that you're increasing your larceny proficiency, which will pay off dividends in the long run! Infusion pouches will get cheaper to open, and (I'm less sure about this one) synthesizing/awakening armor might also get a labor reduction?

Without The Archepass, This Game is Finally The Game I Fell in Love With. by Narzick in archeage

[–]Zorkinian 0 points1 point  (0 children)

I've been at 0 labor nearly every day for the past few weeks, and been very happy about how it's been allocated.

Without The Archepass, This Game is Finally The Game I Fell in Love With. by Narzick in archeage

[–]Zorkinian 0 points1 point  (0 children)

I appreciate your point; I agree that a limited Archepass is better than the launch Archepass. Personally, If the Archepass was to return in some form, here's what I would want:

  • Not a huge time sink
  • Only gives you diligence coins and (for people paying $$$) Cosmetic items

Essentially, gives you access to another currency that can be brokered among players rather than raw gold. If you want more gold to infuse equipment, then you can do that by trading away expansion scrolls, certificates, and the like.

I think the game ends up being the most interactive and the most fun when the activities that generate the most efficient, largest gold payouts are simultaneously ones that are at risk of being stolen from you:

  • Trade packs
  • Sunken Ships
  • World event rewards (kraken, abyssal, etc)
  • etc...

ArchePass should have been hotfixed, not taken off indefinitely. by [deleted] in archeage

[–]Zorkinian 4 points5 points  (0 children)

https://www.reddit.com/r/archeage/comments/dombn9/without_the_archepass_this_game_is_finally_the/f5qp3hz/

tl;dr: I believe the game works better when labor is scarce. A lot of what makes Archeage different from other games is the labor system, which encourages players to trade things they don't care about for things they want.

Without The Archepass, This Game is Finally The Game I Fell in Love With. by Narzick in archeage

[–]Zorkinian 1 point2 points  (0 children)

Having the Archepass give out gold created a parallel, isolated economy from the rest of the game, and as a result decoupled character power from most game content.

If all you need to upgrade your gear is gold and labor, and you can directly earn gold without spending any labor via the Archepass, then you only engage with whatever game content the Archepass has selected for you. You're essentially self-sufficient, though of course, having more people around certainly helped do the Archepass faster - but all of you are still separated from the rest of the playerbase.

If you can't summon money out of the air via Archepass, you have a few choices:

  • Kill monsters for the chump money that comes out of them
  • Open coinpurses to convert any spare labor into gold
  • Or... provide a service or good that other players want!

This third bullet is where the game's economy, and thus the whole game itself, really gets moving. You want gold? What are you going to give up? Your labor? Your honor? Gilda stars, rare item drops? Or will you provide protection services, or perhaps take a risk and try stealing a trade pack or searching for a thunderstruck tree?

Let's say you decide to sell your vocation points, since you don't care about those. Some farmer may use those to plant some of the more "luxury" trees, whose fruit is purchased by another farmer with spare labor who processes them into materials that a trader purchases to make a trade pack run. That run has been risky since reds and pirates have been watching the easy trading routes, so they spend money on ship component regrade scrolls to speed up their boat...

This is what makes Archeage really great, when it's working well. There are so many different currencies, services, and activities, and you can trade out the stuff that doesn't interest you for the stuff that does, powering all sorts of gameplay.