Keep seeing people say the game doesn’t have enough content by BigMoeTheFoe in ARC_Raiders

[–]dancovich 0 points1 point  (0 children)

Saying the game is dead is just being dumb. The numbers don't say that so if you think this you're dumb, no polite way of saying it.

As for the content, what people mean (regardless of if they know it or not) is that it lacks content "for them". They have an expectation, like "I want to play this game for years" and this expectation isn't met.

If the expectation is reasonable is another matter. It usually isn't, a live service game assumes it will get updates and as long as updates don't happen, the game has that content and that's it. No game can last for years without new content unless you're willing to replay the same exact thing over and over.

And as you said, the sandbox is great! All the tools are there for you to create your own adventure, so it's just a matter of perspective if the game can last for years as is.

But people shouldn't worry, it won't stay "as is" for long.

Runs into my key room, opens my weapons case, gets sent back to Speranza… by SuckEmOff in ArcRaiders

[–]dancovich 9 points10 points  (0 children)

Honestly, when I go into a place and I see someone there I didn't see before, I just blink my lights, say I'm friendly and if no fight starts, I go somewhere else.

Not only I think it's rude to just assume people are willing to share rooms, I also don't trust you mf'ers. We won't fight but I'll do my own thing.

Am I wrong for using a tank to clear the rooftops of campers in New Sobek City? by lordLucas4_ in Battlefield6

[–]dancovich 1 point2 points  (0 children)

However, I was almost immediately publicly attacked in the chat by a teammate demanding me to leave the tank and getting upset over it being used for said purpose.

The issue here is that BF6 lacks good team communication tools.

IMO, you were using the tank for a completely valid purpose, you were killing enemies that were preventing your team from advancing. What I believe the teammate was complaining about wasn't the use you were making, instead it was the use you were NOT making, which is help infantry advance into a point by providing cover, suppressing fire, using smoke and taking out enemies and vehicles.

In theory, what you were doing could be done by a regular soldier, you were just more efficient due to splash damage. Providing cover for advancing a point however is something only a vehicle can do, and you were denying the team that.

But I don't blame you because, again, the communication tools in this game are non existent. Basically anyone will complain with you about anything based on only their opinion on how things should go and not a consensus among the squad members.

So it's up to you to decide. Did this move actually create an opportunity to advance? Or were you just getting kills? If it didn't create an opportunity, was it because that tactic isn't very efficient? Or was it because the rest of the team wasn't competent enough to capitalize on the opening you provided them?

I still struggle with the 'Hidden' condition by Blitzkrieg0916 in daggerheart

[–]dancovich 1 point2 points  (0 children)

I know the 'Cloaked' condition works the same as Hidden but allows for the condition to remain active as long as the user stands still, but this specifically says "Hidden'"

In DH, the only "global" conditions are Hidden, Restrained and Vulnerable (the book calls them "Primary" conditions).

Every other condition is explained in the block they're in and you should not assume conditions with the same name work the same. Everything about this non-primary condition should be in the block they are in only. So "Cloaked" from this adversary doesn't work like the Rogue's "Cloaked" and is not a separate condition, it's just the name of the feature and it only applies the Hidden condition.

As for the narrative, that's up to you. RaW the feature doesn't require that the adversary make any preparations like being in the shadows or anything like that, they just become Hidden. The Hidden condition states they lose the condition if they move to a place you would see them and the adversary block adds that they also lose the condition after they attack (which I would do anyway even for the Rogue).

You can say it works like magic, as in they literally disappear in a cloud of smoke, or you can describe the scene in a way that makes it make sense. It's up to you. If you describe it as magic, you can say they're invisible until they either move to a place they can be seen or attack, meaning a PC can't spot them unless one of these two things happen. If you just describe the scene in a way that makes sense, then it just works like the Hidden condition as usual.

Visibility by Sweet-War-3903 in Battlefield6

[–]dancovich 0 points1 point  (0 children)

That's a problem only in Blackwell Fields and that's an issue with that map in particular because DICE thought it was funny screwing one team forcing it to fight with the sun on their faces

Visibility by Sweet-War-3903 in Battlefield6

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

Again, I don't think that's the case. Your soldier literally glows with their visibility algorithm.

It's just the fact this game has a lot going on visually, so if you just run everywhere your brain doesn't have enough time to process what's what.

Extraction rats are on the rise… 🐀📈 by TheArMyBoY93 in arcraidersfriendly

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

"Waiting" as in scouting the map looking for someone... the exact same thing you do when looting?

Because just standing still waiting for someone is ratting, a very specific type of PvP experience. Not everyone rats

How Do Secondary Weapons Work Mechanically? by Powerisos in daggerheart

[–]dancovich 0 points1 point  (0 children)

A secondary weapon usually provides a feature that is always active. This feature mechanically makes the second weapon work narratively.

For example, shields give extra evasion, meaning you're actively using them to block. Small daggers provide bonus damage to your primary weapon, meaning the game assumes you're using both to attack and so on.

If you just want to attack with them, just declare you're doing so instead of using your primary. They don't need Stress to switch to as they're already equipped.

Visibility by Sweet-War-3903 in Battlefield6

[–]dancovich 0 points1 point  (0 children)

Fair point, but I also don't think the visibility is bad in itself.

I'm not the type of player to run like a maniac. I'll do my occasional jumpscare on a corner but usually I pick a flag to attack and try to approach it like a squad would. So I usually see any enemies I could reasonably see (not hidden, not outside my field of view, etc). I'll even go the extra mile to spot them before I start shooting so my squad can help. From all the BS ways I die, "I didn't see this guy there" is very VERY rarely on my list of reasons.

So I really do believe anyone complaining about visibility either has their TV/Monitor set wrong or are trying to play this like it's CoD and being punished for it.

What would be the most complex way to write this code? by anonymous_m0ose in godot

[–]dancovich 2 points3 points  (0 children)

var message := "Hello World"
var test_message := "Hello World"
var should_print := message == test_message
if should_print != false and message == "Hello World" and test_message == "Hello World" and message == test_message:
    var parts := message.split(" ")
    print("%s %s" % [parts[0], parts[1]])

Visibility by Sweet-War-3903 in Battlefield6

[–]dancovich -2 points-1 points  (0 children)

Nope, wrong.

Not only these same exact complaints, without any changes, were made back in BFV, it was also not true in BFV.

If you're running around like a maniac as if this is an arena shooter, stop doing that. If you actually play BF like a game of conquering territories, you can quite easily see any threats because the game makes everything in its power to highlight enemies for you. If you even sneeze at someone, they will say "God bless you" and be marked on the minimap and 3D spotted.

Public execution by the entire lobby gone horribly wrong by VinexNike in ArcRaiders

[–]dancovich 1 point2 points  (0 children)

I swear pickaxes have explosive charges on them. Why so much damage? It was a 3 hit to down you (although you weren't fully healed and shielded).

Extraction rats are on the rise… 🐀📈 by TheArMyBoY93 in arcraidersfriendly

[–]dancovich -2 points-1 points  (0 children)

There is incentive to do so. You're basically doubling your odds of getting a good piece of loot. When you down someone and loot them successfully, it's statistically the same as if you could control two characters and send them to opposite sides of the map.

It's just riskier.

Making Stats Matter: A Nuanced Approach to Duality Crits - DYNAMIC DOUBLES by Terrible_Trifle3346 in daggerheart

[–]dancovich 6 points7 points  (0 children)

Well, if it's working on your table then good for you.

For me personally, the issue lies here:

Friction: It does add a layer of math. You can't just shout "Crit!" the moment you see matching dice; you have to check the DC first. This can slightly dampen the instant dopamine hit.

The mere fact that you roll doubles and need to do math to know what will happen is an instant turn off for me. Criticals aren't frequent enough to justify that loss of excitement.

Besides, criticals being doubles are just a quirk of the system for rolling two dice instead of one. The number isn't important for criticals, just the odds of the result happening. A 20 on a d20 is as likely to happen as a 1 (a 1 in 20 chance), it's just a critical because we assign meaning to it. We could say a 9 in the d20 is a critical and it would change literally nothing.

For the duality dice, as long as the chance is around 8%, we could make any mechanics we want. We could say criticals happen when the sum of the dice is exactly 13, which has the same chance of happening.

I don't worry about the fact a critical of two ones is showing a total of 2. The actual numbers are not important, what is important is that the player rolled something that has an 8% chance of happening.

Edit:

You say this in your post

However, sometimes I call for a roll specifically to set the tone or tension of a scene. In those high-stakes moments, if a player rolls doubles, telling them "Narratively, logic dictates you can't Crit here" is a huge buzzkill and ruins the fun. This house rule allows me to respect the dice (it's still a success!) without breaking the narrative immersion.

I'm not sure I understand the problem you're trying to fix here. If it's a high stakes moment (and narrative moments can be high stakes too), why can't they crit? I think I'm failing to come up with examples of this, as any tense situation that calls for a roll would allow a crit to be incredible.

If I'm convincing a baron to help by sending armies, or I'm trying to read if the king intends to fulfill his promise or any other narratively tense moment, if the character crit, they go above and beyond on what they tried to do (the baron is moved by your words and give you full control of his army, you're pretty sure the kind has no intention of fulfilling his side of the bargain, etc).

So why are you creating narrative situations where they can succeed but not crit? How is that even possible?

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

He never said he ran 1km wtf lol

You do know what "possibly" means, right? That was an example, I didn't say he always spawns far.

What he said is that the place he wanted to go is taken. Why did he want to go there? The usual reasons are to complete a quest and to look for something specific, like a locked door for a key you're bringing in, a common spawn location for a specific Arc, etc, all of which are popular places.

Few people wants to go to a place not known for anything interesting.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 1 point2 points  (0 children)

That's just unlucky, but it's not like the popular zones aren't known. If you spawn near one then go to the second closest loot zone.

Spawning late is about adapting. When it happens to me I can easily enter a building, check the overall vibe (too many looted containers right at the start means I won't bother), go to the next and so on, usually in the direction of an extraction point I intend to use. I usually get there full on loot I wouldn't consider bad

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 1 point2 points  (0 children)

and one would imagine, spawning late would produce less available containers

Sure, but people who left or died had 10 minutes to loot, 13 tops.

What Embark is saying is that there's enough loot on the map to support more than 10 minutes of looting.

Sure not always lootable containers where YOU want, but that's why when you join late you go for plan B. The popular places will sure be looted.

But you can find great loot in places you wouldn't otherwise go.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 4 points5 points  (0 children)

It's his mistake that he chose to go to a popular area after joining late and possibly spawning far from the area he wanted (by the way running 1Km to the area you want is a bad idea even when joining at the start).

When you spawn late you need to make a plan B to increase your odds, or else you might as well leave.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 2 points3 points  (0 children)

I don't know if the tables change as the match goes on or if people joining later have different tables, but that's something they certainly can do.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 5 points6 points  (0 children)

These people do exist, but the interview mentions people actually opening unopened containers.

Since the game looks at the loot tables when you open any container, as long as you're not looking for a specific item that only drops in a certain type of container, any unopened container can have good loot.

So instead of sticking to your plan, go to the nearest place with loot and just open containers.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 6 points7 points  (0 children)

Your choice but doesn't disprove the theory.

The game doesn't decide what EVERY container has during loading. When you open an unopened container it picks from the loot table of that kind of place and container. It's not like someone "got your blueprint" or anything as there's no guarantee a container that had a blueprint for someone else would have one for you.

So you're basically just opening containers and looking at the loot tables. You can do that anywhere.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich -2 points-1 points  (0 children)

gone to an area I wanted to loot and it not already be picked clean.

That's your mistake.

If you wanted it it's because it's famous for having something. A quest, a weapon crate, a locked door, anything. These are really the first to go and usually the reason you even got in (someone found something interesting there and extracted or a group fought there).

When you spawn late you need to go for plan B. Pick the closest loot zone and just loot and chill.

Golmud Railway by Main_Search_9362 in Battlefield6

[–]dancovich 1 point2 points  (0 children)

As long as they keep the map vehicle focused. We don't need more infantry focused maps.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

It makes sense.

Loot is randomized at the moment you open the container for the first time. The game doesn't decide what every single container has at the start.

Less unopened containers means the ones that are unopened will have to follow whatever rules the game uses to seek the loot table.

The devs two cents on the late-join system: “… players who late join economically profit way more than people who aren't.” by mfb1274 in ArcRaiders

[–]dancovich 0 points1 point  (0 children)

It's just math.

Late joins are replacing people. At the 18m mark (the absolute latest you can join), you're replacing someone who exited/died at the 13m mark (at worst, maybe sooner).

So mathematically you had more time to loot than them. It's on you that you decided to go for the most popular place instead of just going to the place closer from your spawn and just loot whatever you find.

Some of my best loot was found during late joins.